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- IMAGINE archive: collected off of imagine@ATHENA.MIT.EDU
-
- ARCHIVE IX
- Jul. 25 '91 - Aug. 7 '91
-
- If you have questions or problems with this file, email Marvin Landis
- at marvinl@amber.rc.arizona.edu
-
- note: each message seperated by a '##'
-
- &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
-
- Subject: New LightWave features (was Re: C Hackers )
- Date: Thu, 25 Jul 91 10:07:25 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > Mark, you mentioned modelling stuff like fire, clouds, etc. with Lightwave
- > using particle systems. Do you know if Allen is planning on adding
- > "lifecycles" to the particle systems generator?
- > I seem to remember he had mentioned that he planned on adding trajectories
- > to the particles (so that you could grow grass, etc.) in an E-Mail post a
- > while back (is this in v2.0 of Lightwave???). This would be really cool,
- > and only make me want it all the more.
-
- He has mentioned doing both trajectories and lifecycles for particles but
- I don't expect either to be in 2.0 (but ya never know untill its released).
- He had mentioned something like 3.0 for all the additional particle support.
- I would love to see it.
-
- As for upcoming features, I had included lots of info on them in my article
- in Amazing Computing, but they were edited out. Most likely the editor
- called NewTek to confirm whether or not they would all be in 2.0 and NewTek
- declined to say for certain. Oh well, for those that are interested, here
- is a partial list.
-
- John Foust of Syndesis has been working with NewTek and the next release of
- LightWave should allow users to read in a multitude of other object formats
- including Imagine, AutoCAD, and Wavefront. Also in the works are many
- modeler enhancements like cross sectional construction, extrude to path,
- twist, shear, bevel, sub-divide polygons, a magnet tool, better object
- statistics, and new selection methods just to name a few. Also, other new
- LightWave features include:
-
- Depth of field effects
- Soft shadows
- Full motion blur
- Ray traced reflection and refraction (might make 2.0)
- Surface morphing envelopes *
- Image map pixel interpolation and negative *
- Pixel interpolation for reflection maps *
- Spherical and cylindrical image bump mapping *
- Tiling options for cylindrical and spherical image mapping *
- Super Low-Res (192 x 120 w/overscan) *
- Super Hi-Res (3072 x 1920 w/overscan) *
- More flexible antialiasing *
- Save and load envelopes *
- Save and load surfaces *
- Image sequence looping *
- Improved point and line rendering w/texture mapping *
- Procedural dots texture *
- Non-lambertian shading for surfaces like planets *
- Non-linear fog *
- Optional full color interface (similar to ChromaFX) *
- Bounding box option for faster animation previews *
- Numerous Modeler improvements *
- A configuration file *
- Greater speed *
- Better requesters *
- and many more
-
- While most of these will be included in the soon to be available LightWave
- 2.0, a few may be deferred to following releases due to time constraints.
- All in all, the next release promises to be much more than simple bug fixes
- and minor enhancements. The ones I have marked with a * I am fairly certain
- will be in the 2.0 release.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Colorburst
- Date: Thu, 25 Jul 91 09:52:55 CDT
- From: rcarris@shumun.weeg.uiowa.edu (Randy Carris)
-
- To Aaron Tucker:
-
- Do you know if you can use CB with CBM's display enhancer? Also, I'm
- interested to hear anything about the software. Is the paint program fairly
- complete? How does it compare tool-wise with other programs such as DpaintIII,
- DCTV Paint, HAM-E ? You may not have access to all of these I realize, but
- the paint program has to be VERY good for me to invest in this kind of box.
-
-
- Thanks,
- Randy Carris
-
- ##
-
- Subject: Re: fog effect in imagine??
- Date: Thu, 25 Jul 91 08:35:31 -0700
- From: echadez@carl.org (Edward Chadez)
-
- On Jul 25, 6:34am, mit-eddie!uucp.cs.toronto.edu!lsuc!canrem!james.ke wrote:
- } Subject: fog effect in imagine??
- }
- }
- } Hi All,
- } Was wondering if anyone could explain to me how the 'FOG' effect works
- } in Imagine v1.1. There's a brief mention of in in the readme.docs but
- } no real examples. In case you don't know what effect I'm talking about,
- } its in the readme.docs about the colour white completely dissipating
- } in a scene. (thats about how descriptive they were in the docs ;) )
- }
- } PLEASE E-MAIL me directly since I don't have real access to this group
- } or newsletter. If this has been covered in a previous letter, please
- } E-MAIL me the reponses. THX, James
-
- Whoever answers this should also post to the group. Last word was that,
- no, true fog effects weren't included. (TurboSilver users might grunt at
- that, since TS included some (although limited) atmospheric effects.)
-
- Hey Impulse!--how about adding 'atmosphere' to the globals editor in
- any future upgrades?? ;-)
-
- } +-------------------------------------------------------------+
- } | NETWERK | James UUCP: james.kewageshig@canrem.uucp |
- } | V I I I | Kewageshig CRS: (416)798-7730 |
- } | 1 9 9 1 | CLI: (416)588-7982 |
- } +-------------------------------------------------------------+
- } ---
- } ~ DeLuxe} 1.1 #8086 ~ *** UNDER CONSTRUCTION ***
- } --
- } Canada Remote Systems. Toronto, Ontario
- } NorthAmeriNet Host
- }
- }-- End of excerpt from mit-eddie!uucp.cs.toronto.edu!lsuc!canrem!james.ke
-
-
- -Edward Chadez
-
- --
- +--//-----------------------------------------------------------------------+
- |\X/ echadez@carl.org/Edward Chadez CARL Systems(303)861-5319|
- +---------------------------------------------------------------------------+
-
- ##
-
- Subject: Imagine Attributes and Fog
- Date: Thu, 25 Jul 91 12:21 EDT
- From: "Marc Rifkin" <R38@PSUVM.PSU.EDU>
-
- Whew! I just got done reading 80+ Imagine messages and now I can start
- posting (and be up to date).
- So my first question is how to make objects more or less difuse in
- Imagine - I use Lightwave too and that has Difuse, but in Imagine
- all it seems I can do is change the size and brightness of the
- hot spot. My problem is I am making buildings and their sides
- are all coming out the same color looking like a big grey splotch
- on the screen. I would like them to have distinct light and
- dark sides.
- Also- what does Shininess do?
- I've rendered objects with and with it, with other attributes changing
- and I can't get any result.
-
- Someone asked about fog- well the technique I found can also be used for
- cloud layers. Make an IFF of clouds (in greyscale) or very fuzzy
- clouds for fog and map it onto a plane as a filter map. With the Full
- Scale Value set at 255, anything white in the IFF will be clear and
- the darker shades will create more opaque levels (thicker) of cloud/
- fog. Put the plane between you and some objects.
- This worked well when I did a plane flying above the clouds with
- the ocean underneath.
-
- My final question for this broadcast: How can we get NewTek to make
- Lightwave not a standalone product, but runnable w/o a Toaster?
- I REALLY need to do this. I can't afford another toaster!
-
- Also, I WANT TO GO TO SIGGRAPH and AMIEXPO!!
- But I can't.
-
-
- Marc Rifkin, r38@psuvm.psu.edu
- Computer Graphics and Integrative Technology, Penn State Univ.
- "I thought character animation had something to do with fonts!"
-
- ##
-
- Subject: Lightwave Obs
- Date: Thu, 25 Jul 91 12:37:28 EDT
- From: spworley@ATHENA.MIT.EDU
-
- I downloaded Mark's lightwave objects and looked at them in Imagine.
-
- Couple of comments about the conversion program output.
-
- 1) There was a default flat white color for EVERYTHING. You warned
- that surface coloring might not make it through the the conversion,
- and none did. This is true for indiviual triangles as well as overall
- surface attributes.
-
- 2) Big problem with scale. Without exception, the objects were FAR FAR
- FAR too small. Normally not a problem, but the size of the objects was
- on the order of .1 to .5 units. This means that if you had a lot of
- detail in the object, you might be skirting the quantum limit of point
- positioning in Imagine. There really has to be a fix for this: I saw
- a couple of shaggy objects that were probably rounded off, including
- the keyboard. This is strange, because Imagine's resolution is
- 1/65536'th of a unit. Perhaps the conversion program has a coarser
- internal resolution? The typical size of Imagine objects is about two
- orders of magnitude larger. (on the order of 10 to 100.) What kind of
- scale does Lightwave normally use?
-
- 3) The points and faces seemed to be added in a nearly random order.
- Instead of the first point being near the second, it could be ANYWHERE
- in the object. This does not affect the image or manipulation or any
- practical matter other than the disconcerting view when a wireframe
- image is rendering: it "teleports" in with a shower of sparkles. The
- weird ordering would make clean morphs impossible, as well.
-
- The big news is that yes, the convesion program works. Every object
- loaded and looked like what it was supposed to.
-
- Thanks for the objects, Mark!
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- ##
-
- Subject: RE:The Imagine Companion Review
- Date: Thu, 25 Jul 91 14:26 +0200
- From: "Arthur van Rooijen, PTT RESEARCH, The Netherlands"
- <AP_vRooijen@pttrnl.nl>
-
- > okay, as promised, my review of The Imagine Companion.
- > a quick summary of what follows:
- > (this may well sound like an ad, but since i have found
- > the book to be enormously helpful in my coming to understand/use Imagine
- > more fully, it seems only reasonable)
- >
- > if you're a relative newcomer to Imagine, and feel that a lot of what
- > can be done with the program is missing you, or that you're wallowing
- > around in inadequate documentation, send your $29.95 (plus $2.17 sales
- > tax if you're having it mailed within California) to:
- >
- > Motion Blur Publishing
- > 915A Stambaugh Street
- > Redwood City, CA 94063.
- >
-
- Is there anybody who knows the telefax/telephone number of this publisher.
- So I can ask them how much it cost to send it overseas. Or is there a
- publisher in Europe who is selling this book.
- --
- Arthur van Rooijen
-
- PTT Research Neher Laboratories, Phone : +31 70 3325092
- 2260 AK Leidschendam, Telefax: +31 70 3326477
- P.O. box 421, Telex : 31236 prnl nl
- The Netherlands.
- +----------------------------------
- Domain : ap_vrooijen@pttrnl.nl | As the people here grow colder
- EARN/BITnet : ROOIJEN@HLSDNL5.BITNET | I turn to my computer
- PSS (DATAnet1): +204 02117035801::ROOIJEN | And spend my evenings with it
- SURFNET-2 : +204 129110052::ROOIJEN | Like a friend "Kate Bush"
-
- ##
-
- Subject: To un-lzh a file in Unix
- Date: Thu, 25 Jul 91 12:51:43 CDT
- From: Wayne Haufler 283-4160 <haufler@sweetpea.MIT.EDU>
-
- Hello,
-
- I have been playing with pbmplus, the Extended Portable Bitmap Toolkit,
- on a Sun 4 workstation, to convert and then view IFF ILBM files to
- other formats. I have just acquired markLWpic.lzh and CastleRoom.lzh
- from ab20. My question is does anybody know of an easy way to 'un-lzh'
- (I forget the name of this compression scheme) a file on a Unix
- machine, like a Sun? Yes, my Amigas are still unavailable, but it
- would also be great to display IFF pix at work! :^)
-
- I could probably find a way if I looked around, but am lazy today.
-
- Thanks a bunch.
- ===============================================================================
- ____ Wayne A. Haufler (haufler@sweetpea.jsc.nasa.gov)
- \\ /\\ /\\ // McDonnell Douglas Space Systems Company - Houston Div.
- \\ /--\\ // \\ //-- [Christian/SW Engineer/Amigan]
- \// \// \//___ "Exploring the Use of Computer Graphics and Animations"
- // "To Serve and Support Christian Endeavors"
- //
- Standard Disclaimers Apply.
- ===============================================================================
-
- ##
-
- Subject: Re: New object stagnation
- Date: Thu, 25 Jul 91 11:15:34 PDT
- From: glewis@fws204.intel.com (Glenn M. Lewis ~)
-
- >>>>> On Fri, 19 Jul 91 18:28:22 EDT, spworley@athena.mit.edu (Steve Worley) said:
-
- Steve> I've noticed that nobody likes putting anything on hubcap,
- Steve> especially objects and projects. I'd really like to encourage
- Steve> people to upload their work: it gives the rest of us new toys to
- Steve> play with or scenes to inspire new ideas. I'd especially like to
- Steve> get a HUGE object library. There are about 100 objects on hubcap
- Steve> right now, but I'd like everyone to upload their best couple of
- Steve> objects just for something new to play with. Please?
-
- Steve> I am working on a couple very complex models: one is a space
- Steve> station, and one is a jet engine. [Imagine putting this on the
- Steve> back of the wimpy VW bug model!]
-
-
- Steve and I have been working on the TTDDDLIB, as you know.
- With Release5, we are now able to load in Turbo Silver objects with EXTR
- objects in them and embed these objects into the main object. What does
- this mean? Now, you can load these objects directly into Imagine with
- no problems.
-
- What does this also mean?
-
- I can now release the Steam Engine that I created to you all.
- Big deal? It was for me. It took a *long* time to create this object,
- and a long time to create a short animation with it.
-
- Here is the README file I have included with the archive I have
- placed on hubcap.clemson.edu in:
- pub/amiga/incoming/IMAGINE/OBJECTS/SteamEngine.lzh
-
- --------------------------------------------------------------------------------
-
- SteamEngine
-
- Created by, and Copyright 1991, Glenn M. Lewis
-
- Created with the aid of TTDDD
-
-
- This steam engine is a replica of the locomotive in use at Disneyland,
- Anaheim, CA. It took over two hundred hours to create (at which point I lost
- track). With it, I created a short animation (with the help of Tomas Rokicki,
- who offered to render the frames on his accelerated Amiga system... thanks,
- Tom!) with Turbo Silver.
-
- I used my TTDDD package (which can be found on ab20.larc.nasa.gov
- [128.155.23.64] in one of the subdirectories... take a look at FILES.Z for the
- exact location) to assist me in creating the complex object. TTDDD is
- shareware, which you can register with me for $10.00. What better place to put
- in a plug for my Textual Three Dimension Data Description package!?!
-
- Steve Worley and I have recently been working on an addition to the
- TTDDD project... TTDDDLIB. With Release 5, I converted this Turbo Silver
- object, which included EXTR (external) objects, to 100% compatible Imagine
- format, which has no EXTR objects.
-
- I have also included a PostScript preview of this object, also created
- with the new TTDDDLIB. Check out hubcap.clemson.edu [130.127.8.1] for the
- latest revision in the pub/amiga/incoming/IMAGINE/TTDDDLIB directory.
-
- You may use this object or any of its parts in any manner that you
- wish, provided that you give me, Glenn M. Lewis, and TTDDD full credit for the
- creation of this object in a place that can be seen by anyone viewing this
- object or any of its parts.
-
- Glenn M. Lewis
- glewis@pcocd2.intel.com
-
- ##
-
- Subject: Re: Lightwave Obs
- Date: Thu, 25 Jul 91 13:30:21 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > 1) There was a default flat white color for EVERYTHING. You warned
- > that surface coloring might not make it through the the conversion,
- > and none did.
-
- This is most unfortunate. I had done conversions to Sculpt format, and
- although the colors got screwed up, at least some surface differentiation
- was there.
-
- > 2) Big problem with scale. What kind of
- > scale does Lightwave normally use?
-
- LightWave uses real world metric units for everything (which I really
- appreciate). Sounds like another converter problem.
-
- > 3) The points and faces seemed to be added in a nearly random order.
- > Instead of the first point being near the second, it could be ANYWHERE
- > in the object.
-
- Not sure about this one. I would have expected LightWave to have the points
- ordered in a logical (in the order of creation) fashion, but I have never
- checked. I'll look into it.
-
- > Thanks for the objects, Mark!
-
- And thanks for the VERY valuable comments! I'll be forwarding them to John
- Foust to aid in getting the conversions right. I'll probably be getting a
- newer version shortly and I'll redo the objects and we'll see how they go.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: black triangles
- Date: Thu, 25 Jul 91 16:59:27 EDT
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- You could try the "Fracture" feature on your 2-polygon plane. First,
- select your ceiling, then enter "Pick Edges". Hit Right-Amiga-A (for
- Select All) and then select Fracture from the menu (I forget which menu it
- is hidden in, but it's up there somewhere!). This will subdivide your
- edges (and faces).
-
- Good luck!
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: Why does SCANLINE take more RAM than TRACE?
- Date: Thu, 25 Jul 91 18:38:08 EDT
- From: bobl@graphics.rent.com (Bob Lindabury - SysAdm)
-
- rutgers!pro-party.cts.com!seanc (Sean Cunningham) writes:
-
- > I'm sure this has been asked before, so please bare with me :)
- >
- > An object I'm working on (human figure...sorta) is progressing nicely, but
- > I've just run into a major problem. When I try to do a scanline rendering
- > of the object, not all of the pieces render (I'm assuming that a low memory
- > situation causes truncation of parts), BUT I can render the whole thing if
- > I go to full trace. Why is this? Why would scanline take more memory to
- > render than raytrace, when I'm dealing with the same object under the same
- > staging file?
- >
- > Note: I'm running on a 4M A3000-25/50 (2M Chip, 2M Fast). Because it won't
- > render at all if I run from WorkBench, I have a script in my S:
- > called "IMSHELLSTART" that makes all the necessary assignments,
- > runs CPU, and starts the program.
-
- I had this exact same problem with my world object which was around
- 800k in size. I even called up Impulse and told them about it and
- they said they never heard of the problem. They said they heard of
- it the other way around...rendering possible in scanline but not in
- trace mode. I think it has something to do with the screens they
- open. I don't know much about it but they said something about
- opening multiple screens when rendering in scanline mode.
-
- If anyone knows why this would happen please post it as I'm sure
- others will experience it when they begin to use very large complex
- objects in a scene.
-
- -- Bob
-
- The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!"
- ============================================================================
- InterNet: bobl@graphics.rent.com | Raven Enterprises
- UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue
- BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854
- Home #: 908/560-7353 | 908/271-8878
-
- ##
-
- Subject: FTPing objects TO Hubcap
- Date: Thu, 25 Jul 91 18:56:17 EDT
- From: bobl@graphics.rent.com (Bob Lindabury - SysAdm)
-
- A question. I have successfully received files from Hubcap but how
- do I go about putting files up there? I currently only have a dialup
- UUCP connection and all my FTP transfers have to be done by mail. I
- was using BITFTP but now it's gone. I know of other mail servers for
- transfer to my system but how about if I want to send something up?
-
- What are the steps I would use and is it even possible to send up
- some objects and images?a
-
- Perplexed...
-
- -- Bob
-
- The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!"
- ============================================================================
- InterNet: bobl@graphics.rent.com | Raven Enterprises
- UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue
- BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854
- Home #: 908/560-7353 | 908/271-8878
-
- ##
-
- Subject: Re: black triangles
- Date: Thu, 25 Jul 91 18:54:02 EDT
- From: bobl@graphics.rent.com (Bob Lindabury - SysAdm)
-
- rutgers!jhunix.hcf.jhu.edu!johnh (John J Humpal) writes:
-
- > You could try the "Fracture" feature on your 2-polygon plane. First,
- > select your ceiling, then enter "Pick Edges". Hit Right-Amiga-A (for
- > Select All) and then select Fracture from the menu (I forget which menu it
- > is hidden in, but it's up there somewhere!). This will subdivide your
- > edges (and faces).
- >
- > Good luck!
- >
- > John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- Fracture. Is this yet another non-standard term for a standard
- process called sub-divide? Beats me why Imagine terminology has to
- be so different from the rest of the world.
-
- -- Bob
-
- The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!"
- ============================================================================
- InterNet: bobl@graphics.rent.com | Raven Enterprises
- UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue
- BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854
- Home #: 908/560-7353 | 908/271-8878
-
- ##
-
- Subject: Re: wood
- Date: Thu, 25 Jul 91 18:44:55 EDT
- From: bobl@graphics.rent.com (Bob Lindabury - SysAdm)
-
- Mark Thompson <rutgers!westford.ccur.com!mark> writes:
-
- > > I DON'T HAVE 24BIT WOOD BRUSHMAPS! I DON'T HAVE 24BIT WOOD BRUSHMAPS!
- > > maybe that'll work.
- > > I HAVE HAM WOOD BRUSHMAPS! I HAVE HAM WOOD BRUSHMAPS!
- > > that should definately work.
- > > If you want 24bit wood brushmaps, you'll have to get them yourself.
- >
- > Juan,
- >
- > Could you include me on those 24bit wood brushmaps. Please send them ASAP.
- > No HAM ones please.
- > :-] :-] :-] :-] :-] :-] :-] :-] :-] :-] :-] :-] :-] :-] :-] :-] :-] :-] :-]
-
- Gulp! Sorry. I thought the brushmaps originated as 24bit and were
- being uploded as HAM. My mistake.
-
- -- Bob
-
- The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!"
- ============================================================================
- InterNet: bobl@graphics.rent.com | Raven Enterprises
- UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue
- BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854
- Home #: 908/560-7353 | 908/271-8878
-
- ##
-
- Subject: re: Colorburst
- Date: Fri, 26 Jul 91 00:00:43 PDT
- From: tucker@cs.unr.edu (Aaron Tucker)
-
- I am not sure of the Colorburst will work with the CBM Display Enhancer. As
- long as it does nothing to the external RGB port, I don't think there should
- be a problem.
-
- As for the paint program, it has some really nice features and is actually
- fairly powerful. The problem with it is the interface. There are also some
- bugs that need to be worked out.
-
- It has features such as real airbrush, most of the modes that DP3 has, most
- of the tools of DP3, 24bit range stencil, undo, spare page, + many loading
- and saving options.
-
- Juan Trevino
- tucker@mammoth.cs.unr.edu
-
- ##
-
- Subject: Goodies
- Date: Fri, 26 Jul 91 12:54:21 EDT
- From: spworley@ATHENA.MIT.EDU
-
- Fun toys on hubcap!
-
- 1) An icon I drew for Imagine Objects. It looks slick in 2.0. It's in the
- MISC directory.
-
- 2) A quick scanline pic of Glenn Lewis' steam train. You can see what this
- cool puppy looks like. In PICTURES.
-
- 3) My triplane object that I posted a picture of a few days ago. In
- OBEJCTS. Mark Thompson and Glenn Lewis posted some of their obs, like
- I asked for ["New Object Stagnation"]. If others follow suit, I'll
- post my space station...
-
- Have fun with your new toys!
-
- -Steve
-
- ##
-
- Subject: Re: Why does SCANLINE take more RAM than TRACE?
- Date: Fri, 26 Jul 91 14:42:26 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > > Why would scanline take more memory to
- > > render than raytrace, when I'm dealing with the same object under the same
- > > staging file?
-
- > I even called up Impulse and told them about it and
- > they said they never heard of the problem. They said they heard of
- > it the other way around...rendering possible in scanline but not in
- > trace mode.
- > If anyone knows why this would happen please post it as I'm sure
- > others will experience it when they begin to use very large complex
- > objects in a scene.
-
- Stephen Menzies had this same problem and there is no reason whatsoever
- that this should happen other than *:0) (programmer is a Bozo). Just
- kidding. No flames intended, just stating that algorithmically speaking,
- there is no justification for it.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Goodies
- Date: Fri, 26 Jul 91 15:12:58 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- spworley@ATHENA.MIT.EDU writes:
- > Fun toys on hubcap!
- > 2) A quick scanline pic of Glenn Lewis' steam train. You can see what this
- > cool puppy looks like. In PICTURES.
-
- The one labelled train.gif is NOT a GIF. It is an IFF but I am not sure
- what type. It was created with ADPro according to a hex dump on it. I
- believe it is a 24bit IFF.
-
- > 3) My triplane object that I posted a picture of a few days ago. In
- > OBEJCTS. Mark Thompson and Glenn Lewis posted some of their obs, like
- > I asked for ["New Object Stagnation"].
-
- Glenn's SteamEngine is very nice. Good job Glenn. I haven't had a chance
- to try out the triplane yet.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Scan vs Trace memory
- Date: Fri, 26 Jul 91 16:37 EDT
- From: "Marc Rifkin" <R38@PSUVM.PSU.EDU>
-
- My aspiring graphics programming friend claims that trace mode
- creates a 3d array and traces "brute force" by tracing light
- rays trhough that array, lighting points that they touch which
- contain surfaces. Scanline, however, he says, scans each object
- independently, taking into account which objects are in front
- of which along the way- this accounting (called Z-buffering in
- the videoscape 3d manual) can be potentially memory consuming.
- It is faster than trace since it doesn not consider points in
- space that are not part of object surfaces.
-
- Thats what he said. (Obvious disclaimer to any legitimacy, intended
- coincidental.)
- Marc Rifkin, r38@psuvm.psu.edu
- Computer Graphics and Integrative Technology, Penn State Univ.
- "I thought character animation had something to do with fonts!"
-
- ##
-
- Subject: Re: Why does SCANLINE take more RAM than TRACE?
- Date: Fri, 26 Jul 1991 19:43:37 GMT
- From: menzies@cam.org (Stephen Menzies)
-
- bobl@graphics.rent.com (Bob Lindabury - SysAdm) writes:
-
- >rutgers!pro-party.cts.com!seanc (Sean Cunningham) writes:
- >[stuff deleted]
- >> I go to full trace. Why is this? Why would scanline take more memory to
- >> render than raytrace, when I'm dealing with the same object under the same
- >> staging file?
- >>[more deleted]
- >I had this exact same problem with my world object which was around
- >800k in size. I even called up Impulse and told them about it and
- >they said they never heard of the problem. They said they heard of
- >it the other way around...rendering possible in scanline but not in
- >trace mode. I think it has something to do with the screens they
- >open. I don't know much about it but they said something about
- >opening multiple screens when rendering in scanline mode.
- >[and more deleted]
- >-- Bob
-
- > The Graphics BBS 908/469-0049 "It's better than a sharp stick in the eye!"
- > ============================================================================
- > InterNet: bobl@graphics.rent.com | Raven Enterprises
- > UUCP: ...rutgers!bobsbox!graphics!bobl | 25 Raven Avenue
- > BitNet: bobl%graphics.rent.com@pucc | Piscataway, NJ 08854
- > Home #: 908/560-7353 | 908/271-8878
-
- As scenes get larger they seem to take twice as much Ram to generate in
- Scanline than in ray-trace. The last scenes I was working on in Imagine
- were over 75,000 polys and were taking 12 megs to trace and about 24 megs
- in scanline(RCS 040 board). The difference in time was incredible though.
- Many, many hours compared to just a few minutes (no reflections, no
- refraction). If Impulse claims anything diferrent, i can only assume they
- don't use their software. Scanline has *always* taken more memory. I guess
- there are more precalculations. I know that with Caligari for instance,
- upto 15megs of temporary files are created (for my detailed pics) either
- on the HD or Ram (if i have it) before the pic is generated. I guess
- something similar is going on with Imagine's scanline. If this is the case
- why doesn't Impulse give the option of creating these files on the HD? It
- would be slower but faster than ray-tracing your previews.
-
- cya -stephen
-
- --
- Stephen Menzies
- Email: menzies@CAM.ORG
-
- ##
-
- Subject: Colorburst and Commodore de-interlacer
- Date: Fri, 26 Jul 1991 18:22:41 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- Well, I can tell you FOR SURE that it works with the Commodore de-interlacer
- because I'm doing it!
-
- Juan is right that it needs a few bugs worked out, but they are mostly
- software and solvable.
-
- HEY JUAN! How do you get REAL airbrushing? I only get that dot effect.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
- ##
-
- Subject: More stuff
- Date: Fri, 26 Jul 91 21:06:51 PDT
- From: worley@updike.sri.com (Steve Worley)
-
- I just uploaded a picture of my nearly complete space station to hubcap.
- It's in the PICTURES directory, called station.lzh. As before, I urge
- you to upload your own objects, pictures, brushmaps, PROJECTS, whatever!
- I think a larger library would be terrific!
-
- --------------
-
- For those who were interested in C code hacking Imagine objects, Glenn
- Lewis and I have put the very basic form of the library on Hubcap in a
- new directory called TTDDDLIB. For those who responded to us via
- E-mail, we got your replies, Glenn and I are trying to get organized
- before we set up a sub-mailing list or something. For now, you can
- check out the library as it stands. Glenn and I have a bunch of
- brainstormed ideas: right now we're working on an ambitious morph
- substitute, one that can morph ANY objects. Not easy, but we have some
- good ideas... Anyway, check it out if you know how to code. No docs,
- but, hey, it adds adventure!
-
- Looks like I WILL make it to SIGGRAPH! Thursday and Friday only.
-
- -Steve
-
- --------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- --------------------------------------------------------------------------
-
- ##
-
- Subject: New icons.
- Date: Sat, 27 Jul 91 01:10:53 -0600
- From: webbs@mozart.cs.colostate.edu (Steven Lee Webb)
-
- Hello.
-
- Just thought I'd re-vamp the Imagine Icon that I did before.
-
- Switched the 1 & 2 colors for DOS2.0 users, and did both a 1.0 & a 1.1 version.
-
-
-
- FTP them today!
- (hubcap.clemson.edu)
-
- Listing of archive 'Imagine_Icon.lzh':
-
- Original Packed Ratio Date Time CRC Name
- -------- ------ --- --------- -------- ---- ------------
- 3962 1218 69% 01-Jan-80 01:06:18 423C Imagine1.0_Dos1.3.info
- 3962 1220 69% 01-Jan-80 01:06:56 7882 Imagine1.0_Dos2.0.info
- 3962 1211 69% 01-Jan-80 01:08:58 65F9 Imagine1.1_Dos1.3.info
- 3962 1217 69% 01-Jan-80 01:09:40 EDC5 Imagine1.1_Dos2.0.info
- -------- ------ ---
- 15848 4866 69% 4 file(s)
-
- -- Steven Webb
- (webbs@mozart.cs.colostate.edu)
-
- ##
-
- Subject: Re: wood
- Date: Sat, 27 Jul 91 01:14:12 -0600
- From: webbs@mozart.cs.colostate.edu (Steven Lee Webb)
-
- I looked on clemson.hubcap.edu, and couldn't find any wood brushmaps of any
- kind!
-
- Sorry to be redundant, but how can I get them again?
-
- I have ADPro, and can do some 24-bit "cleaning-up" of them if anyone is
- interested.
-
- -- Steven Webb
- (webbs@mozart.cs.colostate.edu)
-
- ##
-
- Subject: Re: Why does SCANLINE take more RAM than TRACE?
- Date: Sat, 27 Jul 91 12:01:34 PDT
- From: schur@ISI.EDU
-
- > rutgers!pro-party.cts.com!seanc (Sean Cunningham) writes:
-
- > I'm sure this has been asked before, so please bare with me :)
- >
- > An object I'm working on (human figure...sorta) is progressing nicely, but
- > I've just run into a major problem. When I try to do a scanline rendering
- > of the object, not all of the pieces render (I'm assuming that a low memory
- > situation causes truncation of parts), BUT I can render the whole thing if
- > I go to full trace. Why is this? Why would scanline take more memory to
- > render than raytrace, when I'm dealing with the same object under the same
- > staging file?
- >
- > Note: I'm running on a 4M A3000-25/50 (2M Chip, 2M Fast). Because it won't
- > render at all if I run from WorkBench, I have a script in my S:
- > called "IMSHELLSTART" that makes all the necessary assignments,
- > runs CPU, and starts the program.
-
- One minor suggestion: You can adjust the config file to not load all
- modules of Imagine at once, but only the one you are currently using.
- You might try using this option to save yourself some memory.
-
- =======================================================================
- Sean Schur USENET: schur@isi.edu
- Assistant Director Amiga/Media Lab Compuserve: 70731,1102
- Character Animation Department
- California Institute of the Arts
- =======================================================================
-
- ##
-
- Subject: Archivist
- Date: Sat, 27 Jul 91 16:29:50 EDT
- From: spworley@ATHENA.MIT.EDU
-
- It looks like Doug Dyer, who was keeping the archive of the post on this
- list, has tuned out of netland- I can't get a hold of him.
-
- Also, the archive has not been updtated since June!!!
-
- Not to fear, I have my own archive, but it's not edited yet.
-
- Therefore, I hearby open up the post of List Archiver... it involves
- removing mail headers, deleting a few "this is a test" and "Sub me to
- the list" messages, and concatinating the real posts into a file and
- uploading them to hubcap on a somewhat regular basis. I COULD do this job,
- but I'm pressed for time as it is. Any volunteers? You'll get a lot of gratitude from me and the list members (membership has climbed to 125 summer
- members!). If so, E-mail me.
-
- I'm also going to soon copy the entire archive on hubcap to another site
- for backup purposes. Ab20 is out, they are too unstable. Any ideas?
-
- I also have a personal reorganization of the object library. Each
- object is merged, given a name, and has an icon. They are sorted by
- class (Furnature, Air & Space, Organic, SciFi, KnickNacks,
- Architecture, Vehicles, etc) in their own directories. It's the same
- objects that are on hubcap now (plus a couple more), just reorganized.
- I will upload them sometime soon, and that should give us a little
- more order to the object library.
-
- Thanks for all the complements on the space station picture. For those of
- you who asked, it was a scanline picture.
-
- -Steve
-
- ##
-
- Subject: SIGGRAPH
- Date: Sat, 27 Jul 91 16:55:42 PDT
- From: worley@updike.sri.com (Steve Worley)
-
- I definately WILL make it to SIGGRAPH! I will arrive early (5 am!) on
- Thursday morning after driving all night from Menlo Park. :-(
-
- I'll be staying at the Stardust hotel: give me a ring (more likely a
- message!) there, for any of you attending. I'll be staying till Sunday,
- so if you're staying an extra few days, great!
-
- I'd really like to get together with some Amiga graphics people: I know
- I won't be there for Mark's Wednesday get-together, but maybe some of
- us could meet on Thursday or Friday (or Saturday!) as well.
-
- If any of you will be there, send me E-mail with your hotel name. I know
- Rick Rodriguez and Mark have already. Sean, I know you're going too:
- where are you staying?
-
- Needless to say, I'm excited... Give me a call at the Stardust.
-
- -Steve
-
- --------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- --------------------------------------------------------------------------
-
- ##
-
- Subject: Problem with child object
- Date: Sat, 27 Jul 91 17:57:30 -0600
- From: webbs@mozart.cs.colostate.edu (Steven Lee Webb)
-
- Hello.
-
- I've been having a problem with rotating and moving a child object through
- a series of frames.
-
- I've put an archive up @ hubcap.clemson.edu, and was wondering if someone
- could get it, and look at it, and tell me what I'm doing wrong.
- It's in the tutorial directory.
-
- The archive isn't very big, and it'd only take a few minutes to do.
-
- Parent-ChildProblem.lzh -- 2161 bytes total.
-
- I have a pyramid that I want to rotate 45 degrees, and lift up over a series
- of 10 frames.
- The catch is that it has to be the child of another object (in this case,
- a square).
-
- Since you can only manipulate parent objects in the stage editor, I have
- to morph the grouped object from one place and rotation to the other.
-
- People from the Imagine mailing list have told me that it is possible to
- do this, and I'm just over-looking the obvious.
-
- The archive that I have sent with this note should be un-lharced with
- full-pathnames, and you should assign "d:" to the directory that you un-pack
- the archive to. Then go into Imagine and pull up the scene.
-
- If anyone successfully does this, please uuencode the result, and mail it to
- me. I will be most appreciative.
-
- -- Steven Webb
- (webbs@mozart.cs.colostate.edu)
-
- ##
-
- Subject: more SIGGRAPH
- Date: Sat, 27 Jul 91 17:06:59 PDT
- From: worley@updike.sri.com (Steve Worley)
-
- Hey, I'm driving, so I can bring a VCR (Mitsubishi stereo VHS machine)
- as well as an Amiga! I'd like to bring my floppy based A500, but if
- people have something they'd like to show or do, mail me, and I might
- be convinced to bring my 14Meg 25Mhz A3000 and monitor. I don't really
- have anything new to show, but someone else might.
-
- At the very least, I could set up my "Imagine Goodies Disks" by then and
- everyone could copy them. It looks like about 6-10 disks worth of stuff.
-
- Either way, everyone bring floppies of your Imagine work, pictures, and
- objects, so I can steal them. :-)
-
- -Steve
-
- ------------------------------------------------------------------------
- Steve "Going to SIGGRAPH!" Worley spworley@athena.mit.edu
- ------------------------------------------------------------------------
-
- ##
-
- Subject: Re: FAQ
- Date: Sun, 28 Jul 1991 08:51:24 GMT
- From: menzies@cam.org (Stephen Menzies)
-
- Mark Thompson <mark@westford.ccur.com> writes:
-
- >Hi Stephen,
-
- >A while back in one of your posts to me, you mentioned being rather >enthralled with Caligari Broadcast.
-
- >[stuff deleted]
-
- >I was wondering what it is about this package that makes it really
- >shine above the others. Care to comment on what makes it so special?
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- Hi Mark,
-
- I can only comment on Caligari Broadcast v2.01 as I'm not familar
- with any of the lesser Caligari packages or previous versions. I am
- working with and beta testing Caligari primarily on 12meg A3000/25 and
- have access to a 32meg RCS 040 on a A2000. I do not have a Targa/Tips
- combo (Octree promises direct support to Amiga frame display devices
- in a future release).
-
- Briefly, I suppose what makes Caligari so special on the Amiga is
- it's superior interface, real-time point editing/object transformation
- (no bounding box), and a very high quality renderer. It's weakest points
- are in the animation editor (no hierarchical animation) however Octree
- is concentrating right now on this area of the software. This is not to say
- that Caligari animation editor is non-existant. Among other things, it does offer splined key-framable motion/transformation with (de)accelleration
- making it more real than Imagine and a forward/reverse shuttle and jog
- playback, (controlled dynamically via mouse movement) more interactive
- than Lightwaves as well as everything thats required for production from
- direct printing of images (for storyboarding) to single framing to a
- VCR or saving to HD etc.
-
- As I have seen very little discussion (none) on Caliagri, I will try
- to give a concise list and description of Caligari's present set-up and features.
-
- General Interface:
-
- -2 moduals (object design/ scene setup and animation).
- -4 full overscan views (top,front,side and perspective-no Tri or Quad).
- -*very* fast redraws when jumping view to view (why? I don't know)
- -excellant choice of screen colors.
- -stackable menus (point and click gadgets), similar to highend
- paintboxs. Stacks according to order of selection. Any block in
- stack can be removed. Whole stack maybe temporarily removed.
- -point & click gadgets/sliders only. No pulldowns/hotkeys (finally!).
- -all requesters well thought out, ie: retain info when they should,
- stay open when you need them to (multi-object loading), allow for
- deletion of files, auto rename of duplicate files etc.
- -erase/undo function
- -numerically marked grid
- -3 coordinate systems:world,object and screen
- -screen,world,object, polygon & point transformations in real-time
- via mouse.
- -interactive assignment of color attribute to object or to a face,
- (a bit awkward on very large objects but I'm not sure if I'm using
- it correctly)
-
-
- OBject Design Modual:
-
- -User definable threshhold for switching between the full wireframe
- representation of the object and it's bounding cube. How complex
- you can make your object while still maintaining the full wireframe
- representation along with a smooth realtime response, is entirely
- dependent your processor.(Threshold can be set on the "fly")
- -dynamic selection of object (click anywhere on object)
- -realtime single point editing allows you to select vertex, edge, face
- or part of object for realtime translation,scaling & rotation.
- -create new vertex on existing edge, new edges on face and new polygons
- on an object.
- -Define cross sections for transformation and cutting planes to slice
- an object. Cross sections may be duplicated through out the object
- to add resolution (where needed) and transformed (realtime)as you go.
- -Extrusion of faces and whole parts of object.
- -simple object extrusion and lathing (not as powerfull as it should be).
- -objects can be glued heirachcially (grouped), unglued, copied,mirrored.
- -(in)visible and transformable object/polygon axis
- -objects may be imported via Interchange (accepts .Geo files)
- -objects maybe saved in ascii/binary
-
- To summarize, the method of object editing was new to me. It requires
- more preplanning than other editors as there is no point/polygon deletion
- and appears to be more of an euclidean/mechanical shape modeller than
- organic one. There are some very powerful and interesting features forthcoming
- in this area though. I have been able to model some quite complexly shaped and
- technically detailed objects. In most cases
- a complex object is created as the result of the manipulation of a simple
- primitive or/and lathing or extrusion. This method has it's appeal as it
- results in less detail in the workspace in the beginning and places the
- resolution of the object where and when you need it. Worth mentioning is
- that the interactive manipulation of a full wireframe representation allows
- for accurate transformations ,first time,(without undoing and repeating)
- as well as avoiding those disturbing redraws.
-
-
- Scene Design Modual:(Animation)
-
- - spline or linear keyframed movement/transformation.(At present
- you cannot interpolate spline and linear together).
- - no heirarchical animation :(. (The gadgets are there but it hasn't
- been plug in yet. It is coming though and alot of thought is
- being put into how it will work)
- - playback in wireframe or boxes.
- - (non)looped playback.
- - Interactive (via mouse movement) forward and backward shuttling. Rate
- set interactively/dynamically . Direction interactively changed at
- any time.
- - JOG (!): extention of shuttle. Dynamic movement of the mouse will
- throw the playback into Jog (fast forward/reverse thru frames). Frames
- fly by to point you're looking for.
- - any frame in the wireframe playback can be rendered (color shaded)
- immediately during playing back. (Click on frame as it goes by)
- - Scene may have different scripts that may be saved and reloaded.
- - Compiled animations produce a script that can be further text edited
- to add special effects, details etc. (I would imagine that these
- effects will soon be apart of the Interface itself. Unfortunately,
- Caligari does not mutitask and there is no provision to edit the
- script further from within Caligari.
- - some effects that can be added to script with a simple syntax:
- -(de)acceleration by adding a pos/neg value to Move/scale/rot;
- -sequentially animated textures;
- -attribute morphing
- -visible/invisible objects
- -pausing/skipping
- -changing rate of part/all of the animation. (this nice
- feature can reconstruct any part of a script, automatically
- in(de)creasing the number of frames.)
- - scene itself may be saved in ascii/binary.
-
-
-
-
- Scene Design Module:(Renderer)
-
- - the renderer is called Rendition and is licenced from Numerical
- Design (Turner Whitted).
- - Shadows (shadow volume algorithm, Crow77)
- - Transparency/ HSV & RGB/ control over each objects ambient reflection
- diffuse specualar coefficient ratio and shininess. The same applies
- to individual faces.
- - Surfaces: Smooth, Simple Facet, Complex Facet(preserves highlights)
- - Shaders: Flat, Gouraud, Phong, Metal.
- - Environment Mapping: 1D =vertical elevation map.
- 2D =cubic map (6 views) generated from a view
- point within the scene.
- - Texture mapping : high quality map interpolation (mip-mapping),
- maps to the polygon, but restrictions on the
- kinds of objects it presently maps to. (*Needs
- more work* but quality is high)
- - Lights: infinite(vector), local, spot (control cone size, softness
- (haven't tried softness yet)and targeting).
- - Anti-aliasing: fantastic(!) and may even go higher in the future.
- - Targa images may be viewed without leaving module. The same should
- apply to Amiga display devices when supported.
- -Animations rendered to disk or single framed to tape.
- -definable resolutions from 2x2 to 8,192x8,192
- -can display five 1/4 sized and one 1/2 sized images simultaneously
- for comparisons (with targa).
- - Caligari will render a small/large sphere with attributes if desired
- for previewing attributes.
-
- To summerize, the quality of the rendering is very high, clean and
- fast. The default lighting (any single light source) is usually sufficient
- for setting up. Additional lights and tweeking can be done later. Any
- object/face can be selected and rendered separately. First rate lighting
- and shading. In short, continual fast feedback and satisfaction(:))
-
-
- To wrap up, Caligari was designed with production in mind. It is an
- extreamly interactive and visually comfortable environment that makes
- maximum use of the Amiga's available horsepower and it's display
- potential. While my preferred system would be a single module
- (model/anim/render) with only the gadgets changing (:)), two modules are
- the next best thing. Rendering directly from the animation module is the
- way to go. I believe it's important to not loose sight of the
- work (as much as possible) and Caligari seems to accomplish that with
- it's overscaned views, stackable menus, and realtime, full representation
- manipulations. Where it does have it's faults (as discribed above), these
- are all being adressed (although I can't discuss them at this time).
- While I look forward to more features being put into it, (ie: bump
- mapping) I have come to realize that good software is not a list of
- features. When I think of what I could do with just 3 procedural textures
- in a highend software (wood, clouds, marble) compared to ALL the procedural
- textures available on the Amiga, I'm left exasperated. But I am also very
- pleased with what I have seen of Lightwave and JMan (atleast I like
- the possibilities available with JMan, but I hate the interface, module
- hopping, and banks of gadgets (the Amiga screen is too small to do it
- that way)). Anyway, long but I still remember back when you typed out
- the full Real3D specs for me:)
-
- --stephen
-
-
-
- --
- Stephen Menzies
- Email: menzies@CAM.ORG
-
- ##
-
- Subject: Attribute files
- Date: Sun, 28 Jul 91 18:51:37 EDT
- From: spworley@ATHENA.MIT.EDU
-
- I've placed a set of about 20 attribute files I use in a new directory
- on hubcap called ATTRIBUTES. Enjoy.
-
- The caucasian "skintone" attribute has been tweeked and retweeked, as well
- as "chrome." I, too, am playing with Terminator 2 morph- like effects. :-)
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- ##
-
- Subject: Re: Why does SCANLINE take more RAM than TRACE?
- Date: Sun, 28 Jul 91 14:51:56 CDT
- From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham)
-
- I've already modified the configuration to only load the currently needed
- module (the time delay is hardly noticeable). Also, I have it defaulting
- to a non-interlaced screen so that I have enough memory to render (I
- wouldn't dream of using a 640x200 screen to work on objects (ick!)) But if
- I come up with an interlaced screen, I get a memory-low error when I try to
- render.
-
- Sounds like I need to invest in more RAM, eh? :)
-
- Sean
-
- /\
- RealWorld: Sean Cunningham / \ "Doing our business is what
- INET: seanc@pro-party.cts.com VISION Amigas are for."
- Voice: (512) 992-2810 \ /
- // \/ "Hasta la vista, baby."
- KEEP THE COMPETITION UNDER \X/ GRAPHICS the Terminator, CSM101
-
- ##
-
- Subject: HELP! My objects are turning inside out!
- Date: Sun, 28 Jul 91 17:52:30 CDT
- From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham)
-
- I don't know, I might just be dense but I haven't been able to figure this
- one out yet:
-
- I have a hierachically (sp) grouped human figure, composed of a head,
- upper-body, waist, etc. I'm animating the figure walking, and will
- eventually do some other stuff with it as well.
-
- My problem is, parts of the arms (forearm, hands, and fingers) all go flat
- and turn inside out during the movement! This is most curious because I
- was doing the same motion with the body at an earlier stage of development
- (no legs or forearms with hands...just upper arms, head and torso) with no
- problems what-so-ever.
-
- Since, as someone pointed out earlier, the STAGE editor can only handle
- parent object movement, I have combined all parts into one object for each
- keyframe (in select group mode I ungroup all parts and while still selected
- JOIN them, producing one object with the axis of the parent object of the
- group). Also, each part has already been merged.
-
- Why is this happening? And why only with the arms and not the rest of the
- body?
-
- Any help would be appreciated, and fast (I've got a project coming up that
- has to be done quickly and will require this figure to move).
-
- Sean
- /\
- RealWorld: Sean Cunningham / \ "Doing our business is what
- INET: seanc@pro-party.cts.com VISION Amigas are for."
- Voice: (512) 992-2810 \ /
- // \/ "Hasta la vista, baby."
- KEEP THE COMPETITION UNDER \X/ GRAPHICS the Terminator, CSM101
-
- ##
-
- Subject: Hinge?
- Date: Mon, 29 Jul 91 12:26 EDT
- From: "Marc Rifkin" <R38@PSUVM.PSU.EDU>
-
- Could someone please explain what hinge does and what it could be used
- for?
-
-
- Marc Rifkin, r38@psuvm.psu.edu
- Computer Graphics and Integrative Technology, Penn State Univ.
- "I thought character animation had something to do with fonts!"
-
- ##
-
- Subject: Re: HELP! My objects are turning inside out!
- Date: Mon, 29 Jul 91 12:58:19 CDT
- From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham)
-
- Well, I've got the problem taken care of on the arms (don't ask me what I
- did though!). I think it has something to do with the point morphing
- choosing the shortest path to the next key (really lame, considering it
- doesn't doesn't morph between child object positions and rotations).
-
- Now the head "deflates" as I turn it from side to side! Everything else in
- the movement looks cool, but now the head looks like a balloon with the air
- being let out in the frames where it turns from the left side to the right
- side.
-
- I guess the two positions are too extreme for point morphing to be
- effective. Please don't suggest turning the body into a Cycle
- object...I've dealt with enough headaches on this sucker. Cycle might be
- okay for simple objects, but I don't need to be worrying about arms passing
- through the torso, etc. They need to update the Stage editor to work with
- child-object movements, like most other packages that support heirachial
- objects.
-
- Anyone know if they're planning this for a future upgrade? From the sound
- of the text file that came with v1.1, they were happy with the way it is
- now and didn't want to be bothered. Maybe it's just me, but that's how I
- took it. They need to get on the ball and keep adding to Imagine. You
- don't see Alan sitting on his laurals with Lightwave, and Hash is
- constantly updating JMan.
-
- Anyway, all this is academic since I've just reached the memory barrier and
- won't be able to do any more serious work on this figure. I ran out of RAM
- for Scanline rendering when I added the head. Now that I've added hands
- and legs I can't even Trace the object. I might be able to if I took out
- the environment map, but since this is an all chrome figure what's the
- point? I would move the staging file over to my partner's machine, but
- since he lives out of town, and it contains over 3M of objects (several key
- positions) I wouldn't be able to do much anyway.
-
- Maybe I'll get lucky and get a couple more megs for my birthday...that is,
- if I get anything after the phone bill comes in from calling Amiga 3D
- Studio (ouch!) :)
-
- Sean
- /\
- RealWorld: Sean Cunningham / \ "Doing our business is what
- INET: seanc@pro-party.cts.com VISION Amigas are for."
- Voice: (512) 992-2810 \ /
- // \/ "Hasta la vista, baby."
- KEEP THE COMPETITION UNDER \X/ GRAPHICS the Terminator, CSM101
-
- ##
-
- Subject: Re: FAQ
- Date: Tue, 30 Jul 1991 05:33:20 GMT
- From: menzies@cam.org (Stephen Menzies)
-
- I have been asked by some if I could follow up this mini review
- of Caligari's features with a contact#. It is as follows:
-
- Octree Software,
- 311 W. 43rd St.,
- Ste 904,
- New York, NY.
- USA 10036
- Tel:(212) 262-3116
-
- --stephen
- --
- Stephen Menzies
- Email: menzies@CAM.ORG
-
- ##
-
- Subject: ???
- Date: Tue, 30 Jul 91 1:22:05 PDT
- From: Daryl T. Bartley <dmon@ecst.csuchico.edu>
-
- A few posts back, someone mentioned setting the config file to only load the
- modules it uses...that would be a great help to me, but I can't find a flag in
- the config that sound like the right one...is it a feature new to 1.1? I am
- still back in the 'dark ages' with 1.0...any help would be appreciated.
-
- Oh, also, is there any way to get an object, say a letter, where the sides are
- nice and flat, but the face is rounded and smooth? Phong shading looks horrible
- with the chrome settings, and the sides aren't flat either...
-
- Thanks in advance.
-
- ##
-
- Subject: Cycle setup & shuffle
- Date: Tue, 30 Jul 91 15:34:56 EET DST
- From: Juha Kallioinen <s37804r@puukko.hut.fi>
-
- I'm trying to make an animated human figure, but I'm having difficulties
- with the cycle setup & shuffle stuff.
- Those doodles down there are representing that human of mine (blush). Well
- The first one is a side view of that fellow which I "cycle setup" and save
- and the other is supposed to be him running, which I then try to "cycle
- shuffle" but then all the arm parts and things I have rotated end up to be
- in seemingly random places. I have grouped things like they said in the
- 1.1 textfile.
-
- O O
- | \ |/\
- || \/| \
- || ||
- || / \/
- | /
- ==
-
- 1 2
-
- - Juha
-
-
- --
- o------------------------o-----o-------------------------------------------o
- | s37804r@puukko.hut.fi / __ | Those who can't write, write manuals. |
- | Juha Kallioinen / __/// | |
- o---------------------o \\X/ o-------------------------------------------o
-
- ##
-
- Subject: Re: ???
- Date: Tue, 30 Jul 91 06:35:37 -0700
- From: echadez@carl.org (Edward Chadez)
-
- On Jul 30, 1:22am, Daryl T. Bartley wrote:
- } Subject: ???
- }
- } A few posts back, someone mentioned setting the config file to only load the
- } modules it uses...that would be a great help to me, but I can't find a flag in
- } the config that sound like the right one...is it a feature new to 1.1? I am
- } still back in the 'dark ages' with 1.0...any help would be appreciated.
-
- Yes, this is a feature of 1.1. It's time to give Impulse a call, Daryl, to
- get the details on how to upgrade. (FYI: you'll just have to send in your
- original 1.0 disk to get a 1.1 disk, but you'll need to include a self
- address stamped mailer....)
-
- [Someone else will have to give your other question a shot....]
-
- }
- } Thanks in advance.
- }
- }
- }-- End of excerpt from Daryl T. Bartley
-
-
- -Edward Chadez
-
- --
- +--//-----------------------------------------------------------------------+
- |\X/ echadez@carl.org/Edward Chadez CARL Systems(303)861-5319|
- +---------------------------------------------------------------------------+
-
- ##
-
- Subject: Re: Cycle setup & shuffle
- Date: Tue, 30 Jul 91 09:53 EDT
- From: "Marc Rifkin" <R38@PSUVM.PSU.EDU>
-
- When you create the pieces of the human figure, you must move their
- axes to the end of the piece furthest from its joint to its parent and
- with the Z axis aimed at the parent. Doing a cycle setup will lengthen
- the Z axis to the full length of the object, ending at the joint.
- From there, rotating your pieces is a bit awkward- moving the axis and
- then re-aiming it at the joint (which can also be done with cycle
- shuffle), which I thought should have been called "Re-Cycle" 8-)
-
- Now you can Imagine (-8 a shoulder with its axis at its outward end,
- its z axis aimed and touching the neck, the upper arm with its axis at
- the elbow and its axis aimed at and touching the shoulder and the lower
- arm, with its axis at the wrist and its z axis touching the elbow.
-
- When I finally figured this out after doing my personal Luxo lamp anim
- (which I promise to upload the object as soon as I can use my Amiga
- instead of a VT330), I thought, "There must be a better way!" There
- was, I found: build your cycles upside down.
-
- Marc Rifkin, r38@psuvm.psu.edu
- Computer Graphics and Integrative Technology, Penn State Univ.
- "I thought character animation had something to do with fonts!"
-
- ##
-
- Subject: Objects for Rooms?
- Date: Tue, 30 Jul 91 13:03:33 CDT
- From: mit-eddie!texbell.sbc.com!tnessd!mechrw (Robert Wallace )
-
- Hello,
-
- I don't think I'll have the time to create a whole room, but what
- about some objects for the various rooms? I imagine that a pool
- of normal and not-so-normal objects would come in handy in any
- house fly-through.
-
- Robert Wallace
- mechrw@tnessd
-
- ##
-
- Subject: Cycle objects
- Date: Tue, 30 Jul 91 14:05:21 PDT
- From: Michael Gibson <gibsonm@u.washington.edu>
-
- Hello everyone, This is my first post on the list. Someone was asking about
- cycle shuffle because they were making a person-shaped object for an
- animation. Well, I struggled with this for quite a while, and I finally
- figured out that you cannot place the axes where you think they would
- naturally go. Instead of placing an object's axis at the center of its
- rotation, you have to place it at the end. This means that if you have a
- leg, you must place the axis for the leg at the foot, and make it a
- child of the object that you want to rotate it around. Otherwise, your pieces
- have a very strange axis of rotation. I have a human shaped object that
- demonstrates this kind of axis placement. It's not finished yet... I
- need to do the hands and feet and add some facial features, but the
- limbs are all set up to go into the cycle editor. The figure is
- currently a detail object, but if you load it into the cycle editor, it
- will automatically convert it to a cycle object that moves properly. I
- will post this unfinished object on hubcap later tonight. If anyone has
- any hands or feet that they'd like to slap on it, I'd sure appreciate
- it. In the meantime, I will continue to work on it.
-
- Michael
-
- P.s. **** if anyone from Impulse is reading this -- an interactive scaling
- of selected POINTS rather than just objects would have helped me
- tremendously in this project. If it is possible to scale selected
- points from the transformation requester, why not have it usable
- from the mouse as well? I thought that mouse usage one of the biggest
- points about Imagine over turbo. This operation really feels like
- I am using Turbo instead of Imagine. This is a feature that even
- the old Sculpt-3D has. The Sculpt way of extruding and magnetism would
- also be extremely welcome additions to Imagine. It's really kind of
- wierd that Imagine has all of these really advanced features, (like
- slice) but lacks some of the simpler point-manipulation ones.
-
- ##
-
- Subject: Objects on hubcap
- Date: Tue, 30 Jul 91 15:42:27 -0600
- From: webbs@mozart.cs.colostate.edu (Steven Lee Webb)
-
- Hello.
-
- This is a collection of objects that I and a friend have made. The really big
- one might be an over load on low-Ram machines, but they look good.
- I like using the space-ship objects, and making them do dog-fights, and stuff.
-
- The objects are located on hubcap.clemson.edu
- in the /pub/amiga/incoming/IMAGINE/OBJECTS directory.
-
- Listing of archive 'WebbObjects.lzh':
- Original Packed Ratio Date Time CRC Name
- -------- ------ --- --------- -------- ---- ------------
- 192684 92354 52% 23-Jul-91 20:03:16 7B71 Robotech.iob
- 16050 6419 60% 18-Jan-91 21:57:34 5089 Spaceship.total
- 20588 4896 76% 01-Jan-80 00:06:02 00A4 Spaceship.total.3
- 18126 7357 59% 26-Mar-91 16:49:24 5C98 Spaceship.total.new
- -------- ------ ---
- 247448 111026 55% 4 file(s)
-
-
- PLEASE UPLOAD MORE OBJECTS!
- The animation community is sick of using the @#$% teapot!
-
- -- Steven Webb.
- --
- Only ///|Steven Lee Webb +---------------------------------------+ /\__Luxo|
- Amiga/// |CSU - Comp. Sci. | 11-XAV a edisni deppart ma I !pleH | \\ /\ Jr|
- \\\/// |Amiga 500-5M Ram | webbs@mozart.cs.colostate.edu | /|/\ _ |
- \XX/ |50M Hard Drive +---------------------------------------+ // \ (_) |
-
- ##
-
- Subject: Re: Objects on hubcap
- Date: Tue, 30 Jul 91 14:54:10 -0700
- From: echadez@carl.org (Edward Chadez)
-
- On Jul 30, 3:42pm, Steven Lee Webb wrote:
- } Hello.
- }
- } This is a collection of objects that I and a friend have made.
-
- Mr. Worley now has no excuse from uploading his space station. (Unless
- he's waiting on me to upload mine!! ;-) )
-
- All kidding aside (don't throw anything at me steve w.), thanks and a tip
- o' the hat to Steven Webb.
-
- }
- } PLEASE UPLOAD MORE OBJECTS!
- } The animation community is sick of using the @#$% teapot!
-
- So true.
-
- }
- } -- Steven Webb.
- }
- }-- End of excerpt from Steven Lee Webb
-
-
- -Edward Chadez
-
- --
- +--//-----------------------------------------------------------------------+
- |\X/ echadez@carl.org/Edward Chadez CARL Systems(303)861-5319|
- +---------------------------------------------------------------------------+
-
- ##
-
- Subject: Re: New Object Stagnation
- Date: Tue, 30 Jul 91 19:42:13 EDT
- From: spworley@ATHENA.MIT.EDU
-
- Looks like my drive to get new objects uploaded is working. Using
- cool files as bait seems to be effective!
-
- Steven Webb has uploaded three new non-cheesy objects. Therefore, I have
- uploaded my space station to the hubcap OBJECTS directory. This is
- the same object that is in the "station" pic I uploaded a few days ago.
-
- I have also uploaded two semi-new pictures that a lot of people have
- not seen. They are "Ocean Sunset" and "Craftsman", which were included
- as sample pictures in my Forms tutorial. Now you can download them
- seperately. I am especially proud of "Ocean Sunset", despite a shot
- a levitating boat in the distance... :-)
-
- As bait for the NEXT round of uploads, I offer one of my best sneaky
- tools: An incredibly useful brushmap for making surfaces like ocean
- waves, cloth, and burnished metal. You can see it used to make the
- ocean waves in "Ocean Sunset." This little gem is one of my prize
- tools: It takes some RAM to use, but it's output is amazing. I will
- upload it as soon as there are enough new significant uploads from
- others. Carrot before the horse? You bet!
-
- Have fun with the space station and the new pictures, guys!
-
- -Steve
-
- Rob Borsari, you should upload your ship! It looks great! And Ed, I'll
- nag you for YOUR space station.
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- ##
-
- Subject: RocketBank object
- Date: Tue, 30 Jul 91 23:02:13 EDT
- From: jake@melmac.umd.edu (Rob Borsari)
-
- Sorry Steve I can't distribute the ship (that one pays for grocerys) but here
- is a rocket that I did from a bank I have. (here = hubcap.clemson.edu)
- The Bank is a 50's coin bank. The object dosn't have the bank shooter on it.
- I saw the bank in the Movie "Scrooged" when Bill Murry goes back to visit
- himself. It is sitting on the floor behind the child. I love the 50's
- future style. I am considering a rocketeer object but I don't think I have
- time. If anyone has a person I can make the jetpack. The only man figure
- I have is a copy of a modelers dummy I use for scale on the ship. (not very
- person looking but ok for scale) -R-
- P.S. anyone have a good looking rocket exhaust or other flames?
-
- jake@melmac.umd.edu Rob Borsari "Bourne to be wild"
-
- ##
-
- Subject: Brushmaps..
- Date: 30 Jul 91 23:57 -0500
- From: "Jeff A. Bell" <uubell@ccu.umanitoba.ca>
-
- This is in regards to Steve's message about using objects/brushmaps as
- bait to get increased upload activity..
-
- Sneaky :)
-
- I've got some brushmaps that were digitized with DCTV and converted to
- interlaced Ham. They include 4 marble-like textures, an 'OK' wood texture,
- and 2 or 3 other textures that might prove useful. Would this help entice
- you to send your brushmap to Hubcap? I'd send the 24bit IFF's, but they're
- huge, and I'm a very impatient type :).
-
- As an aside: anyone out there own a DCTV? I've got a few peeves with the
- current software, and I was wondering what other owners thought. I can't
- understand why DC doesn't use normal IFF brushes, rather than a 'clip', as
- they put it. An undo would be nice, althought I've heard that's coming,
- and in the meantime the quicksave option works well. Has anyone heard
- about the 2D animation package that they had talked about offering? I know
- that I for one would find that EXTREMELY useful for doing work where using
- a 3D rendering package is overkill. Last point: any word on the RGB encoder?
- T'would be very nice to be able to genlock the output..
-
- Blahblah. Sorry for going off on a tangent: it's just that there's so
- much potential in the DCTV box that's not being tapped at the moment..
-
- Ciao,
-
- Jeff
- --
- uubell@ccu.umanitoba.ca
-
- ##
-
- Subject: human-cycle-object
- Date: Wed, 31 Jul 91 2:23:26 PDT
- From: Michael Gibson <gibsonm@u.washington.edu>
-
- Ok.. I put my unfinished human object on hubcap. It's called
- human-object.lzh, and it can be loaded into the cycle editor. It
- demonstrates how to place the axes on a cycle object to get proper
- movement.
-
- ##
-
- Subject: You CAN "bend" points...
- Date: Wed, 31 Jul 91 20:30:50 CDT
- From: feifarek@cae.wisc.edu
-
- You can resize, rotate, etc. points, but you have to use the transformation
- requester (Amiga-T). Of course, all operations are done about the object's
- axis, and it isn't realtime altering, but think of it as a throw-back to silver
- days when everything was that way.
-
- Hope this helps.
-
- ##
-
- Subject: DCTV (was:Brushmaps...)
- Date: Wed, 31 Jul 91 14:59:35 CDT
- From: mit-eddie!harvard!scubed!pro-party.cts.com!seanc (Sean Cunningham)
-
- I too have a DCTV. I've been thrilled with the results I've been able to
- achieve with both its digitization and paint capabilities.
-
- For digitizing, I've been using a little Sony effects box with digital
- freeze. It only gives me a field capture, but that's all a paused VTR will
- do as well...it's rock steady. I've been able to get really nice full-rez
- captures using a friends RCA ProEdit camcorder, which surprised me for a
- VHS unit. One of these days I'd like to have access to a Hi8 camera.
-
- Not having an Undo is definately a problem, and has caught me off-guard
- several times. The last time I'd talked to someone at DC, they said it
- would be the end of August before v1.1 of DCTV Paint was released...no
- mention of DCTV Animate or DCTV 4:4:4:4 or DCTV Paint RGB. Nix on the RGB
- adapter as well. To tell the truth I take their release dates with a grain
- of salt...I waited 6 MONTHS for my DCTV after paying for it. But it _was_
- worth the wait.
-
- In addition to Undo and ARexx support, I hope they fix the bug in the
- software that leaves the "cookie" on the left-hand side of the screen, even
- when you save to an IFF24. It can really screw up images intended for
- mapping. I also hope that ASDG hurries up and gets a DCTV
- Loader/Saver/Operator out the door. Since I've been using DCTV, I've
- hardly touched any "standard" display modes, and cringe everytime I look at
- a HAM screen. Even my small, test renders I do to 24bits since they don't
- take any longer than HAM (maybe even less time).
-
- I really hope that DCTV also gets on the ball with DCTV Animate. If it has
- all of the abilities of DPaintIII (and more) it'll be _the_ hottest thing
- going. Getting mighty close to having a little Quantel Harry, or
- Electronic Graphics Pistache here :)
-
- Sean
- /\
- RealWorld: Sean Cunningham / \ "Doing our business is what
- INET: seanc@pro-party.cts.com VISION Amigas are for."
- Voice: (512) 992-2810 \ /
- // \/ "Hasta la vista, baby."
- KEEP THE COMPETITION UNDER \X/ GRAPHICS the Terminator, CSM101
-
- ##
-
- Subject: hubcap
- Date: Wed, 31 Jul 91 9:04:45 EDT
- From: cbmtor!caleb@uunet.UU.NET (Caleb J. Howard (Product Support))
-
- Hi there Imagineers (what a silly word)
- I have been working with Imagine for a while now, and have some objects that
- might be of general interest. Unfortunately, I don't have Internet access,
- and thus cannot ftp directly. A while ago, someone showed me how to use
- another site to get at internet indirectly. At the time, I couldn't get it
- to work, and let it slide until now. Now it seems that I'm missing out on
- lots of neat stuff. Any suggestions on how I can get my stuff to hubcap,
- and your (plural) stuff from hubcap?
- Gracias
- -caleb
-
- ##
-
- Subject: hubcap object status
- Date: Thu, 1 Aug 91 01:24 MST
- From: "Vax Headroom (Dave E Martin)" <DAVE@NET23.MIT.EDU>
-
- I have some questions about the objects being uploaded to hubcap.
-
- Are they considered public domain or copyright but freely redistributable?
- And what are the requirements for crediting the author?
- Can I USE these objects in my own projects?
-
- I would propose that a readme be included with pictures or animations that
- mentions each object used and credits its source; and that no objects
- be used for monitary gain without permission of the author/source-
- of-the-object. Is this how these objects work?
-
- I have some objects I'd like to upload but I want to know what their status
- will be if I do.
-
- I know crediting and so forth would seem to be obvious, but I think we need
- a formal understanding about third party usage of objects/pictures/projects etc.
- I have an anim that is using someone else's picture from hubcap as wallpaper.
- Is this O.K.? (as long as I credit the picture in a README?)
-
-
- For objects meant to appear "indoors" I have been using 1 imagine unit = 1
- centimeter. Is this reasonable? What scaling values do you use?
- I have designed some objects at 1 IU = 1 decimeter, but my objects got too
- detailed for that. Can't zoom more than a factor of 100, and might have
- problems with floating point accuracy.
-
- Would anyone be interested in somewhere to ftp completed anim-5 and maybe
- impulse format animations? Would people be interested in this? I MIGHT or
- might not be able to arrange something.
-
-
- DMARTIN@CC.WEBER.EDU
- dave@csulx.weber.edu
- dave@alpha.weber.edu
-
- ##
-
- Subject: Black blotches on objects...
- Date: Mon, 29 Jul 91 00:47:51 PDT
- From: e._john_love@icecave.wimsey.bc.ca (E. John Love)
-
- I'm at a loss to explain why this is happening, but I'm hoping someone can help
- me out.
-
- I've been working through the first tutorial in "The Imagine Companion", where
- you create a wine goblet using the "Mold/Spin" command. In the manual, it
- suggests using 12 sections for the 360 degree spin, which I did, and it
- rendered fine in scanline, HAM quarterscreen.
- I later decided that 12 sections was too coarse, so I changed the # of
- sections to 24 and re-spun another goblet using the same profile. When I
- render this 24 section goblet, it had black shadows (or blotches) on every
- second outer face around the outside of the cup part of the goblet!
- I found that the fewer # of sections I made a goblet with, the smaller the
- shadow-blotches became.
-
- Is there some bug in version 1.0 that I am unaware of? Moving the lights
- changes nothing - the black blotches don't seem to be any kind of shadow, and
- all the attributes for all goblet faces were unused except for colour.
- Different colours were tried, but to no avail...
-
- Please help!
-
- "Imitation is the Sincerest Form of Television..."
- -------------------------------------------------------
- E. John Love The Ice-Cave BBS Vancouver BC Canada
- (604) 873-8452 e._john_love@icecave.wimsey.bc.ca
-
- ##
-
- Subject: Re: Black blotches on objects...
- Date: Thu, 1 Aug 1991 18:20:26 GMT
- From: menzies@cam.org (Stephen Menzies)
-
- e._john_love@icecave.wimsey.bc.ca (E. John Love) writes:
-
- >[stuff deleted]
- >Is there some bug in version 1.0 that I am unaware of? Moving the lights
- >changes nothing - the black blotches don't seem to be any kind of shadow, and
- >all the attributes for all goblet faces were unused except for colour.
- >Different colours were tried, but to no avail...
-
- Yes, there is. In 1.0 the polys often get "flipped". The bug was looked
- after in 1.1
-
- >Please help!
-
- >"Imitation is the Sincerest Form of Television..."
- >-------------------------------------------------------
- >E. John Love The Ice-Cave BBS Vancouver BC Canada
- >(604) 873-8452 e._john_love@icecave.wimsey.bc.ca
-
- --stephen
- --
- Stephen Menzies
- Email: menzies@CAM.ORG
-
- ##
-
- Subject: Re: what!!!!
- Date: Thu, 1 Aug 91 12:12:48 -0700
- From: echadez@carl.org (Edward Chadez)
-
- On Aug 1, 2:53pm, <GUTTMAN%FORDMURH.BITNET@mitvma.mit.edu> wrote:
- } Subject: what!!!!
- }
- } I am scared... it turns out Gold Disk, Byte by Byte, Pixar, etc. produce
- } software for the evil mac empire....
-
- This is true. Byte by Byte ported their popular Amiga program, Sculpt 3D,
- over to the "evil mac empire" several months ago. I saw an announcement of
- it in Byte at the time. But this should come as no suprise to anyone. As
- much as I don't care to own a MAC, you have to realize that there are
- thousands upon thousands of MACs out there, and if Byte by Byte were
- "profit oriented," they could easily see how a successful _Amiga_ program
- would make more bucks in a larger market. I don't want to start a flame
- war (I have my own reasons for not owning the "popular" machines), but you
- have to see the advantages to marketing to the masses. Make sense??
-
- } let us pray that Imagine never
- } ever gets ported to the devistator of technology, the computers produced
- } by Apple!!!!
-
- I don't think there's any reason to be worried. IBM (and the Clones) and
- Apple have been around for a long time, and so has Commodore. Even the
- news of a cooperative agreement of IBM and Apple doesn't scare me. The
- Amiga market will continue (just like the C64 market is still out there)
- and with more Amiga500 being dropped onto the marketplace, the Amiga will
- remain a strong 3rd place machine.
-
- At this time, all that I've heard is that Impulse, Inc. is actively
- developing for the Amiga, while Byte by Byte is on hold.
-
- }
- }
- } J.Norell Guttman
- } njg2@po.cwru.edu
- }
-
-
- Edward Chadez
- -Amiga3000-
-
- --
- +--//-----------------------------------------------------------------------+
- |\X/ echadez@carl.org/Edward Chadez CARL Systems(303)861-5319|
- +---------------------------------------------------------------------------+
-
- ##
-
- Subject: Impulse policies
- Date: Thu, 1 Aug 1991 21:35:17 GMT
- From: menzies@cam.org (Stephen Menzies)
-
- Afew months back I posted a message to the effect that Impulse
- Inc (Imagine) was not informing registered users outside of the
- US of the availiability of software upgrades and had ceased (for
- sometime now) to mail their product information bulletins to
- users outside the US inspite of the fact that Impulse says on their
- Errata Sheet:
-
- "...it is also very important that you fill in your warrenty
- card. If you don't we won't be able to let you know about new
- versions of Imagine, as well we will not be able to let you
- know of new products that we are working on......it will help
- us to help you.....bla..bla..bla....."
-
- ----start of forwarded message---
-
- Well things seem to have taken a turn for the worse. Here is
- part of a forwarded message from a local Quebec bbs:
-
-
- "....I faxed them yesterday and last week (July 4) asking them to
- to send the upgrade UPS at my expense. Before that I had called
- every two weeks or so, three times, to inquire about the two dollars
- (postage) and the original disk that I had sent them....."
-
- " ....Will I have to pirate a program that I already bought?!....."
-
- (and he still hasn't received it!(Aug 01) -steve)
-
- ----end of forwarded message---
-
- I hear many, many complaints about Impulse's upgrade policy
- from users outside the US. Infact, since the release of Imagine1.0,
- I have not heard ONE(!) instance where the customer has persued an
- upgrade (to v1.1) and received a satisfactory response from Impulse.
-
- Although I have used Impulse products extensively over the
- last few years, won several competitions (1st place:AmiExpo91 & 90,
- AW tape #1, FIFOM..), teach with the product (University of Concordia),
- and been a part of broadcasts (U*NET, Molson Dry commercials) where I
- have used the product etc, I can no longer with a clear concience,
- endorse or recommend the purchase of ANY Impulse products to ANY user
- outside of the United States until Impulse has done the following:
-
- 1. Informed ALL registered users OUTSIDE the US of the availability
- of new versions/products (they have done for their US users);
-
- 2. Provided a *respectful* method of upgrading (a self addressed
- mailer with _US postage_ is alittle hard to come by outside
- the US:)
-
- 3. Got the upgrade back to ALL users within an *acceptable* span
- of time.
-
-
-
- Infact, while my name is credited in the manual, I don't use it anymore.
- Impulse SAID they would send the upgrade to me but never did:). This
- got me looking and testing and I must say there's a variety of
- interesting 3D software out there now particularily for those with
- accelerated machines. And to those companies all I can say is , make
- sure your upgrade policy is satisfactory one for ALL users. Few are
- going to excuse a bad, or disrespectful policy these days particularily
- with the amount/cost of hardware now sitting on many a serious 3D user's
- desk.
-
- This message has been crossposted to comp.sys.amiga.graphics as well as
- to regional Canadian bbs's.
-
- --Stephen Menzies
- --
- Stephen Menzies
- Email: menzies@CAM.ORG
-
- ##
-
- Subject: RE:Impulse policies
- Date: Fri, 2 Aug 91 09:53:20 JST
- From: manjit@nanko.digital.co.jp (Manjit Bedi)
-
- This is so bloody wonderful. I at times haved cursed Impulse under my
- breath for the total lack of consideration they had in supporting me
- as a 'supposedly' registered user. When I bought the program last
- year, the guy who sold it to me said be sure to send in your warranty
- card right because of bugs in the version 1.0 software which I did of
- course!
-
- Steve do you think a strongly yet business-like worded letter writing
- campaign is in order? Not only would I and whoever would write to Impulse
- but say fire off letters to Amiga related publications like AmigaWorld.
-
-
- Manjit Bedi ( manjit@digital.co.jp)
-
- Aspiring renaissance man - software programmer/ amateur actor/ social misfit?
-
- ##
-
- Subject: Re: Impulse policies
- Date: Fri, 2 Aug 1991 17:49:42 GMT
- From: menzies@cam.org (Stephen Menzies)
-
- manjit@nanko.digital.co.jp (Manjit Bedi) writes:
-
- >This is so bloody wonderful. I at times haved cursed Impulse under my
- >breath for the total lack of consideration they had in supporting me
- >as a 'supposedly' registered user. When I bought the program last
- >year, the guy who sold it to me said be sure to send in your warranty
- >card right because of bugs in the version 1.0 software which I did of
- >course!
-
- >Steve do you think a strongly yet business-like worded letter writing
- >campaign is in order? Not only would I and whoever would write to Impulse
- >but say fire off letters to Amiga related publications like AmigaWorld.
-
-
- >Manjit Bedi ( manjit@digital.co.jp)
-
- >Aspiring renaissance man - software programmer/ amateur actor/ social misfit?
-
- Yes, Manjit, I certainly do think a letter writing campaign is in order. The
- present upgrade policy for non-american registered users is UNFAIR and
- reeks of disrespect (among other stronger smelling things). I suggest you
- openly ask others on the net for some support (that what this group is
- supposed to be about). For myself, I've moved on to other softwares that
- are better supported and more interesting to use (although most other
- "more interesting" softwares are also "more expensive". (I guess there
- really isn't any _free lunch_).
- Imagine is a fine software at a price where everyone can make
- 3D animations. But the software still requires *alot* of work on the
- part of Impulse. This requires *alot* of patience on the part of the
- user particularily when the user sees some of the interesting work
- thats been done by Hash, NewTek and Octree. But patience where's very
- thin when you're treated "second class" or worse yet, like you don't
- _exist_(!).
- You may use my original post (and this one) for any purpose
- you have in mind. I really don't have further time to invest into
- problems with Impulse other than if they happen to refute what I've
- already said. Good Luck and I hope you are supported.
-
- --stephen
- --
- Stephen Menzies
- Email: menzies@CAM.ORG
-
- ##
-
- Subject: Upgrade
- Date: Fri, 2 Aug 91 11:47:09 EDT
- From: cbmtor!caleb@uunet.UU.NET (Caleb J. Howard (Product Support))
-
- Hi there. Just thought I'd startle everyone out there with a happy story
- about getting the Imagine 1.1 upgrade. I received my upgrade from a gentleman
- who is regularily in contact with Impulse. He was authorized by the head dude
- there to copy the 1.1 upgrade onto any ORIGINAL Imagine 1.0 disk. I had one,
- he copied it for me, and let me look at his assosciated addenda sheet. All
- this took place about two months ago, and I have no complaints at all.
- -caleb
-
- ##
-
- Subject: Re: Upgrade
- Date: Sat, 3 Aug 1991 19:48:00 GMT
- From: menzies@cam.org (Stephen Menzies)
-
- caleb%cbmtor.UUCP@CAM.ORG (Caleb J. Howard (Product Support)) writes:
-
- >Hi there. Just thought I'd startle everyone out there with a happy story
- >about getting the Imagine 1.1 upgrade. I received my upgrade from a gentleman
- >who is regularily in contact with Impulse. He was authorized by the head dude
- >there to copy the 1.1 upgrade onto any ORIGINAL Imagine 1.0 disk. I had one,
- >he copied it for me, and let me look at his assosciated addenda sheet. All
- >this took place about two months ago, and I have no complaints at all.
- >-caleb
-
-
- WELL,WELL. So you have a *contact*! I too, have been in
- regular contact with Impulse to the tune of $200-300 in phone
- bills each year over past 3 years ( that 800 number is no good to
- users outside the US). I have NEVER(!) been informed of an OFFICIAL
- IMPULSE UPGRADE OUTLET here in Canada. I certainly have never
- received any newletters from this person. What you are suggesting
- in your message is second only to SOFTWARE PIRACY itself. We ALL
- have "contacts". The problem with this:
-
- 1. It's possibly ILLEGAL;
- 2. You have to find a/the contact with the upgrade and it's
- associated documentation and it's no surprize to me that
- you were upgraded in May and not in January, when users
- in the US were (if your business was 3D animation, you'd
- be broke);
- 3. You have to be AWARE that the upgrade is available (many
- users use the software in Production(+/-$) and yet do not
- follow the Amiga scene. They buy the software on the
- assumption that a Warrenty Card is all that's required;
- 4. This is of NO help whatsoever to the NEW user who has
- no *connections* at all other than buying a C= machine,
- a piece of software and sending in all his Warrenty Cards;
- 5. IT'S NOT PROFESSIONAL!
-
- If this story of an official upgrade outlet in Canada is
- true, then SHAME on IMPULSE for not informing it's registered
- users, and SHAME on the "gentleman" for not doing his job of upgrading
- ALL users.
- Whether or not this "gentleman" is an official upgrade
- outlet, SHAME on you for accepting the current situation as a
- suitable upgrade path for non-US users in general and thereby
- (un)consciously putting into question the needs of ALL and attempting
- to _snip in the bud_ a concerted effort to get Impulse to live up
- to it's documented Upgrade Agreement, one made to ALL users upon
- purchasing their software!
- I think you owe an explaination.
-
- --Stephen Menzies
- --
- Stephen Menzies
- Email: menzies@CAM.ORG
-
- ##
-
- Subject: wood textures
- Date: Sun, 4 Aug 91 14:01:32 PDT
- From: tucker@cs.unr.edu (Aaron Tucker)
-
- The wood textures I d/led from a BBS are now up on hubcap.clemson.edu.
- The HAM files are in one file called woods.ham.lzh. I used ADPro to convert
- the HAM files to 24bit files, in case anyone wants them in that format.
- Although I don't think the color definition will be much better since they
- originated in HAM. The 24bit files are wood1.lzh through wood7.lzh. Wood5.lzh
- is missing, I didn't get it in the download.
-
- I deserve no credit for these images as I did not create them, I am just
- passing them along. No readme was included with the pics I got describing
- thier source, or how they were digitized/scanned/grabbed.
-
- Any questions? Answers? or Celery?
-
-
- Juan Trevino
- tucker@mammoth.cs.unr.edu
-
- ##
-
- Subject: Hot Air Balloon Objects on hubcap
- Date: Mon, 5 Aug 91 09:34:40 MST
- From: marvinl@amber.rc.arizona.edu (Marvin Landis)
-
- I just ftp'ed several of my Hot Air Balloon objects to hubcap. These are
- modified versions (more points and faces, smoother surfaces) of objects
- I created for a Turbo Silver object disk entitled "Flight Without Wings".
- Impulse discontinued selling my disk, so I modified some of the balloons
- for use in Imagine and am releasing these objects for non-commercial use.
- These make great objects to add to Vista and VistaPro backgrounds.
-
- The objects can be found in the directory labelled Balloons in
- pub/incoming/amiga/IMAGINE/OBJECTS. There are 8 Hot Air Balloons, a detailed
- gondola object, and a ReadMe file. The gondola object is a new object not
- included on the "Flight Without Wings" disk. I created it because the
- gondolas in the balloon objects are not very detailed since most of the time
- the balloons are viewed from a distance. However the gondola object is
- fairly detailed for close-up viewing, and includes a nice repeating brush map
- for the weave of the basket.
-
- I have also uploaded a 768x482 24 bit image called Balloons.lzh in
- pub/incoming/amiga/IMAGINE/PICTURES that displays all of the objects.
-
-
- Here is a short description of each of the files:
-
- These are balloons that do not use brush maps, the faces of these balloons
- are individually colored to create the patterns.
-
- Balloonacy
- GentleGiant
- RGB
- RainbowRyder
- Twister
-
- These objects use one or more brushmaps (brush mapping is so much nicer
- in Imagine than it was in Turbo Silver). You will probably need to create
- an assignment for Imagine: since the objects are expecting to find the
- brushes in the Imagine:Balloons directory.
-
- AcesHigh (includes Club.brush, Diamond.brush, Heart.brush, and Spade.brush)
- JollyRoger (includes Roger.brush)
- SmallWorld (includes World.brush)
- Gondola (includes Basket.brush)
-
-
- I hope someone else can find some use for these objects. And a big thanks to
- all the others that have uploaded their objects to hubcap. They are all
- greatly appreciated.
-
- -------------------------------------------------------------------------------
- Marvin Landis
- marvinl@amber.rc.arizona.edu
- -------------------------------------------------------------------------------
- ##
-
- Subject: help
- Date: Mon, 5 Aug 91 12:04:18 CDT
- From: rcarris@shumun.weeg.uiowa.edu (Randy Carris)
-
- Help!
- I put up a project to hubcap in the pub/incoming/IMAGINE/PROJECTS dirrectory
- called ovp.imp.lzh. I'm having problems getting it to trace the way I want it.
- I set it up to trace a highres overscan image in 24-bit ILBM. What I'm getting
- is a really funky artifacting around the front of the eye. While this is sort
- of neat (it looks like shards of the eye are spraying off), it is not what I
- am going for. It is causing the trace time to be VERY long. It took over 12
- hours to trace on my 2000 with a 28Mhz '030 with 4M 32-bit mem. and 3M 16-bit.
- This is much longer than usual. It doesn't show up in scanline renderings, but
- does show up in quarterscreen highres 24-bit ILBMs. I'm not using any effects,
- such as explode.
-
- If anyone could tell me what is causing this, I would really apreciate this.
- It is going to be part of an animation but I can't deal those trace time on my
- time budget.
-
- Thanks,
- Randy Carris
- rcarris@shumun.weeg.uiowa.edu
-
-
- P.S.:
- SIGGRAPH was fun. It was good to see so many Amiga enthusiasts there despite
- Commodore's absence. Both meetings were very interesting, it was good to see
- some of you in person. By the way, those were awesome tapes everybody!
-
- ##
-
- Subject: Objects, copyrights, etc
- Date: Mon, 05 Aug 91 14:48:56 EDT
- From: spworley@ATHENA.MIT.EDU
-
- Dave Martin asks:
-
- >I have some questions about the objects being uploaded to hubcap.
- >Are they considered public domain or copyright but freely redistributable?
- >And what are the requirements for crediting the author?
- >Can I USE these objects in my own projects?
-
- >I have some objects I'd like to upload but I want to know what their status
- >will be if I do.
-
- >I know crediting and so forth would seem to be obvious, but I think we
- >need a formal understanding about third party usage of
- >objects/pictures/projects etc. I have an anim that is using someone
- >else's picture from hubcap as wallpaper. Is this O.K.? (as long as I
- >credit the picture in a README?)
-
- Almost without exception the objects on hubcap have README files
- describing what the objects are and any special requirements. I always
- say "Here's my object (or whatever), use it any way you want, just give
- me credit, and if you distribute the object, include this README."
- Notice that you are given the freedom to use the object even in a
- commercial work, and that you can give the object to anyone you wish.
- In fact, you could even sell it.. though the buyer would be much better
- off getting a free copy.
-
- Each object (or picture, or whatever) should probably be treated the
- way it's README asks; I seem to remember that Steve Menzies' "Exploded
- Garden" had a more severe notice, saying that you could view and
- distribute the pic, but not use it yourself.
-
- This is perfectly legitimate as well, and I will certainly respect his
- README wishes, and just thank him for letting us see his terrific
- picture. Different people have different ideas about how they want
- their objects and pix used, and they make this known by their READMEs.
-
- Objects, pictures, etc, without READMES or that do not say anything
- about distribution are pretty much fair game: the creator probably
- made a concious decision to enrich the public domain, or they would
- not have uploaded the files. Even so, a credit is nice if you know the
- source, but not absolutely required.
-
- If we want to talk legally, it turns out that it is pretty tough for
- an author to control limited distribution. You MUST explicitly have a
- copyright notice, with the work "COPYRIGHT" spelled out, the year, and
- your full name. In this case, the author OWNS this file, and can be as
- arbitrary as he or she wants. Steve Menzies did this correctly:
- legally, the "README" on most of my pix and objects mean nothing
- because I didn't bother with a copyright notice, and just put in a
- polite request. It would be bad form to just steal my pix and use it
- without credit, but it would be legal. It would NOT be legal to do
- this with "Exploded Garden".
-
- The only times I've copyrighted is with the text of my tutorials; they
- are too easy to steal and put in a newsletter or even a book and not
- give me credit. I include the full copyright notice, but give a
- distribution license as follows:
-
- (From my Detail Tutorial)
-
- >This file and the text therein is Copyright 1991 by Steven P. Worley.
- >All rights reserved. This file may be distributed freely in computer
- >or paper form as long as 1) It is unchanged and unedited 2) is
- >distributed in its entirely 3) gives proper credit to the author,
- >Steven Worley.
-
- Note that this protects me, as I will always keep my name on the
- tutorial, which is all I am trying to do. Several people have asked me
- if they could use it in newsletters, etc, and I told them to feel free
- to use it and do minor editing if they wanted a different intro or
- something. In fact, they didn't have to legally ask me, though the
- unedited text might be a little jarring because of the introduction
- that rambles about "being distributed in three files.". :-)
-
- A side note: this lists (and it's posts) are public domain; unless you
- put a copyright notice is your message, it's fair game. I mention this
- in the monthly intro posting.
-
- This gets us to another legal question: what CAN be copyrighted? This
- is an answer I know too well, because of a friend's involvement in
- software publishing. Any text or picture can be copyrighted. A
- proprietary algorithm can also be copyrighted. VERY interesting,
- because FONTS ->CANNOT<- be copyrighted. Don't start giving out your
- proprietary Postscript fonts, though, because Adobe Postscript fonts
- are interpreted as an algorithm for drawing glyphs (characters) in a
- certain style. However, bitmaps of the fonts, pictures of the fonts,
- and even the exact shape of the font is not copyrightable. What Adobe
- licenses is the set of commands needed to draw each letter; the
- algorithm.
-
- Notice that this means that any 3D object is then placed in the
- "uncopyrightable" category, as long as it is just a set of points,
- lines, faces, colors, etc. If the object contained programming code to
- render itself, it WOULD be copyrightable, but the object itself is
- not. Thus, legally, you can't own an object, you can own a renderer.
-
- A name or label can also be protected by a trademark. Thus, the Adobe
- font "Times-Roman" has a trademarked NAME. You cannot use this
- name on your own work. This gives Adobe some protection, since a
- "clone" Times-Roman must name itself something different. Some
- words are in the public domain, like "Webster's". Yes, YOU can make
- a dictionary and name it "Webster's Dictionary" or "The Official
- Webster's Dictionary". Don't try this with the trademarked
- "Mirriam-Webster's", though.
-
- Trademarks must be registered by the patent office, and it costs $35.
- Copyrights are easier to arbitrarily assign, and it is free. This makes
- it easy to claim anything as copyrighted: "The state of California is
- Copyright 1991 by Steven P. Worley, all rights reserved", but it won't
- mean anything unless it is legitimately copyightable and you created/own
- it. This also means you can't take and copyright Shakespeare's plays.
-
- Also, note that a computer picture, like "Exploded Garden", is
- copyrighting not the sequence of bytes that make it up, but the actual
- visual image that those bytes represents. Thus, a photograph of your
- screen displaying "Exploded Garden" is STILL protected by the
- copyright.
-
- I am not a legal consul, but I am pretty sure of my facts. Most people
- will not abuse your README wishes, but protecting yourself is pretty
- hard to do.
-
- I'd not like to see a big flame war about copyrights and Adobe and
- "look and feel" come up; I wanted to help people understand how their
- 3d objects and images should be treated and how they legally MUST be
- treated.
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- PS- Dave, what picture did you use as wallpaper? Just curious.
-
- ##
-
- Subject: ROOMS etc.
- Date: Mon, 5 Aug 91 15:00:37 EDT
- From: alan@picasso.umbc.edu (Alan Price)
-
- HI! I've just returned from a two week vacation only to find 144 messages
- waiting!
-
- I just wanted to make note that I'm here if anyone has any questions or ideas
- concerning the new Room project proposal that Udo posted on Friday, the 19th.
- (Or anything else for that matter) Please send a note if you are interested in
- creating a room or rooms.
-
- I would also like to reiterate that I do not think of this project at all as
- MINE but as a COMMUNAL project that I would love to see happen> (reread the
- opening paragraphs of the proposal) It just seemed that the rooms idea needed
- some uniform direction in order for it to actually happen. The lenghty rules
- and standards in the proposal should create no limitations at all in the flow
- of everyone's creative juices (sic).
-
- I likewise would like to see the logo idea take place. I have one now, but it's
- an animation and would look pretty lame as a single still. What are the
- parameters for this project?
-
- While I'm catching up, a few notes:
-
- SIGGRAPH: My boss and fellow employee went (Mr.Mac and Mr.IBM, respectively).
- They came back saying "Gee, there wasn't any Amiga stuff to be seen
- anywhere." (I could discern a slight grin.) OUCH! IS that true. What
- a sad state of events. I thought someone said NewTek was there. Was
- it just them showing their new magic "custom CPU"?
-
- COLORBURST: IS it out? Can I buy one? Does it really work with the A3000's
- 31Hz 9-pin output? By the gods, I hope so.
- What about conversion software and such? Does it display it's
- own proprietary format like DCTV and HAM-E or will it show
- an iff-24 outright? Does both the IP and the Paint software
- support Arexx? Should I shutup and just call them and find out
- for myself?
-
- DCTV RGB: Someone said they are still awaitng this. I am going to play devil's
- advocate and say "It'll never happen." Or, at least it will never
- be offerred at a price less than what you paid for the original DCTV
- unit in the first place. Here at work, we have a video system with
- a universal chroma-key unit. It requires a NTSC to RGB decoder, it
- is by no means top-of-the-line and it cost well over $1000.
- Encoding RGB to NTSC is not a very expensive endeavor (even CBM's
- $23 encoder looks halfway decent, considering.) But going the other
- way is, and doesn't make a lot of sense, either.
-
- ##
-
- Subject: Colorburst
- Date: Mon, 5 Aug 1991 14:42:20 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- In a message From: alan@picasso.umbc.edu (Alan Price)
-
- >COLORBURST: IS it out? Can I buy one?
-
- NTSC units are being manufactured as we speak. As of Friday, FCC hadn't
- granted class B yet. As soon as this comes through, and those folks with
- orders already in get their units, YOU can get one.
-
- >Does it really work with the A3000's
- > 31Hz 9-pin output? By the gods, I hope so.
-
- Geesh! ********** N O W H E A R T H I S ! ! ! ! ***********
-
- To date, NO extended color board works with the de-interlaced output. ALL
- available extended display boards output FULLY STANDARD NTSC 15.75 KHz video
- and they ALL FLICKER!
-
- The only ones that I know of that are in the works for a 31.5 KHz output are
- the GVP board (probably over $2000) and the Harlequin board (also expensive
- and not available in the U.S.).
-
- 24 bit (and nearly) images don't flicker any more than your TV. If you can
- stand that....
-
-
- > What about conversion software and such?
-
- What is the big deal with this? If the conversion software comes with a piece
- of hardware, then everyone who has the hardware can convert it. In some cases
- (DCTV and HAM-E) the proprietary format produces MUCH smaller files than the
- IFF 24 versions (little effective compression on most images).
-
- >Does it display it's
- > own proprietary format like DCTV and HAM-E or will it show
- > an iff-24 outright?
-
- YES and YES. CB has a proprietary "fast-load" format, but it is not compressed
- and thus produces large files. THE SOFTWARE (the point being that given source
- YOU can do what you want - even load other formats) will also load and convert
- on-the-fly IFF 24 images. I'm trying to "adjust" the CB fast-load format with
- some compression with MAST (if I can get them to cooperate), and with that the
- size of the 24 bit files shouldn't be too different, but the fast-load will
- be faster.
-
- > Does both the IP and the Paint software
- > support Arexx?
-
- Good question. It doesn't appear that the Paint program does. The IP (I
- assume that's ImPort) programs are all CLI based, so AREXX shouldn't have
- a problem with them.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
- ##
-
- Subject: Textures through transparency?
- Date: Mon, 05 Aug 91 15:56:42 EDT
- From: spworley@ATHENA.MIT.EDU
-
- G'day Steven,
- Could you please add me to the Imagine mailing list
- . I currently own Imagine V1.1 and use it with ADPro, Pixel 3D
- and Interchange (I used to own Videoscape 3D before :). I am
- also part of a small group of people who own Imagine but have no
- access to Usenet (5 in total). I have only had Imagine for one
- month now and it's great! I have one problem though - I have
- ftp'd your brushmaps (Grass,Sidewalk,Lattice) and used them in
- a couple of renderings (they're great!) unfortunately I can't
- seem to get Imagine's texture maps to show through the filter
- map. I have done the following : Blue sky, Lattice with a golden
- sphere behind it and a disturbed water texture as the ground. The
- Sky shows thru, the sphere shows thru but the ground does not. Is
- this a bug? I am running on a A2000, with A2630 - Wb 1.3 - 1Mb
- chip, 8mb fast.
-
- Thanx, Kev
-
- kenada@amdahl.ccsd.uts.edu.au
- Borg on IRC
-
-
- -------
-
- Hmm, I haven't seen this happen, but I don't think I've ever had a setup
- like this. Anyone else? Description sure sounds like an Imagine bug.
-
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- ##
-
- Subject: Impulse upgrades: reply
- Date: Mon, 05 Aug 91 16:08:54 EDT
- From: spworley@ATHENA.MIT.EDU
-
- Forwarded through me from Steve Gillmor of Impulse.
-
- -Steve
-
-
-
- -----------
-
- To those who are concerned:
-
- >> Afew months back I posted a message to the effect that Impulse
- >> Inc (Imagine) was not informing registered users outside of the
- >> US of the availiability of software upgrades and had ceased (for
- >> sometime now) to mail their product information bulletins to
- >> users outside the US inspite of the fact that Impulse says on their
-
- more
-
- >> have used the product etc, I can no longer with a clear concience,
- >> endorse or recommend the purchase of ANY Impulse products to ANY user
- >> outside of the United States until Impulse has done the following:
-
- and
-
- >> This message has been crossposted to comp.sys.amiga.graphics as well as
- >> to regional Canadian bbs's.
-
- >> --Stephen Menzies
-
- We have read Mr. Menzies' letter and find the form and content of it
- interesting. We continue to support his efforts as it relates to 3d rendering
- and wish him the greatest success. As it relates to those customers outside
- the continental United States, we have attempted, through numerous means that
- Mr. Menzies fails to acknowledge, to inform these people that they should send
- the original Imagine 1.0 disk and (based upon calculations from their Postal
- Service) an amount of funds equal to what their Post Office indicates is the
- return postage cost. We would then send them back the new software.
-
- It seems that all but a few have gotten this message. In Europe, we have a
- distributor who recently met with the financial hardship of bankruptcy. It
- was the job of this distributor to facilitate the 1.1 upgrade in Europe. This
- in no way excuses us from our responsibility, and we are in the process of
- finding a new Euro-partner. In our upcoming newsletter, which will be mailed
- planet-wide, we will reiterate this offer.
-
- As to specific cases, where someone has not received a disk, we can only say
- that undoubtedly the disks have met their demise someplace between here and
- their destination. As in the past, if any of our customers do not receive
- their disk, we have been more than glad to ship them another set at no charge,
- even if the fault lies with the shipper.
-
- We are saddened, however, to hear that due to our being human, Mr. Menzies is
- no longer going to be using our product. He was and still is, a respected
- artist. It would seem, however, that he no longer wishes to use Impulse
- products. This should in no way affect any other user's decisions regarding
- the products they use. In the past several years, Mr. Menzies has talked
- directly to the President of Impulse; in the past few months, Mr. Menzies has
- NOT bothered to call Impulse to express his dismay. He has instead spent his
- time writing letters such as this, for what negative reason we cannot
- ascertain. We recognize that Imagine and other Impulse products are not going
- to be the end-all or be-all for all people. We are glad to hear that Mr.
- Menzies continues with his incredible talent.
-
- Here, publicly for those of you who would care, we extend to you an invitation
- to call Impulse and register your complaint or concern regarding our upgrade
- policy. As always, we will do our best to do the best for you. We further
- extend to Mr. Menzies an invitation to call and share with us his concerns so
- that they can be addressed in the professional manner that they deserve. Our
- goal is to encourage positive communication among various people through the
- use of graphic arts communications. We recognize that we can always improve
- on our services for you.
-
- We do not single out any one individual as being any more important than
- any other, nor would we be accused of the atrocity of bigotry in ignoring
- anyone who does not live in the United States.
-
- We are indeed listening, and here-in lies the proof of our concern.
-
- We eagerly await your positive reply, Mr. Menzies.
-
- Sincerely,
-
- Steve Gillmor
- Director of Software
- Impulse, Inc.
-
- ##
-
- Subject: Quick one on SIGGRAPH
- Date: Mon, 05 Aug 91 13:20 PDT
- From: "Ivan I." <ESRLPDI%MVS.OAC.UCLA.EDU@mitvma.mit.edu>
-
- As i seem to be one of the first to make it back from SIGGRAPH aside from
- Steve (maybe everyone lost their return airfare at the gaming tables...), i
- thought i'd answer Alan's question.
-
- Yes, NewTek was there & seemed to be doing quite well with their audiences;
- as two demos went on on either side of their partition, a woman was handing
- out little plastic film viewers to lots of grasping, sweaty palms. Many of them
- were attached to bodies in business suits so it seemed to be a fairly serious
- crowd as opposed to say me for example. The guy doing a step by step demo
- on that side was, i thought, talking down to the crowd a bit compared with
- the other animation displays i saw, which were aimed at a more knowledgable
- audience. The woman opposite him did quite well in her presentation,
- however, and i thought they came off fairly professional.
-
- i did ask her why they had stripped any mention of Amiga from the CPU box &
- from their literature, and before she leaned down to answer me she carefully
- covered up her microphone and lowered her voice to tell me that they were
- careful to make sure that people who were afraid of computers wouldn't be put
- off by buying a computer system. She also admitted that it was a way of
- getting more of a hold onto the Mac & Ibm markets, which certainly makes
- marketing sense. It does seem rather a waste to have a beautiful computer
- hiding when there are so many other things a production hosue could be using
- it for, from budgeting to archival storage records. But it was especially
- funny to see her reaction when the question was asked. Apparently they are
- extremely leary of any Amiga connection, which is just a damn shame. They
- incidentally were handing out copies of the Todd Rundgren video & taking names
- down to be sent a Toaster demo reel.
-
- There was only one other Amiga related booth i saw, and unfortunately i don't
- recall the name of the company, but i do recall that it was for a 24 bit
- graphics card and that the salesman was being pretty vicious towards the
- NewTek people, so i left the booth. Don't care for nasty sales tactics.
-
- i am extremely sorry that i didn't get to meet up with anyone else from the
- list; apparently most of you found the messages on the bulletin board that i
- could not. i was too busy losing the lunch money to quarter slots anyway.
- but was there enough material to warrant being made available on videocassette
- sometime? it would be nice to see.
-
- -------------------------TEXT-OF-FORWARDED-MAIL--------------------------------
- From: alan@PICASSO.UMBC.EDU(Alan Price)
- Subject: ROOMS etc.
-
- While I'm catching up, a few notes:
-
- SIGGRAPH: My boss and fellow employee went (Mr.Mac and Mr.IBM, respectively).
- They came back saying "Gee, there wasn't any Amiga stuff to be seen
- anywhere." (I could discern a slight grin.) OUCH! IS that true. What
- a sad state of events. I thought someone said NewTek was there. Was
- it just them showing their new magic "custom CPU"?
-
- ##
-
- Subject: Re: Quick one on SIGGRAPH
- Date: Mon, 05 Aug 91 16:57:31 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > As i seem to be one of the first to make it back from SIGGRAPH aside from
- > Steve (maybe everyone lost their return airfare at the gaming tables...), i
- > thought i'd answer Alan's question.
-
- I'm back, just VERY busy catching up at the moment.
-
- > There was only one other Amiga related booth i saw, and unfortunately i don't
- > recall the name of the company, but i do recall that it was for a 24 bit
- > graphics card.
-
- I assume you are talking about the Digital Micronics board. It is an 8bit not
- 24bit and is really aimed at a totally different market from the Toaster. It
- is similar in many ways to the A2410 ULowell board (which was on display
- running color XWindows in the ULowell booth).
-
- > i am extremely sorry that i didn't get to meet up with anyone else from the
- > list; apparently most of you found the messages on the bulletin board that i
- > could not.
-
- In fact there were 3 Amiga gatherings which all sortof blended into one another
- running Wednesday from 1pm to about 7pm. I'll be writing a summary of who
- was there, what happened, and key items of note at the exhibit (probably
- tommorow).
-
- > but was there enough material to warrant being made available on
- > videocassette sometime? it would be nice to see.
-
- Yes, there was. In fact one company was soliciting individuals to send
- their animations for inclusion into an Amiga video portfolio. More on
- that later.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Textures disk set.
- Date: Mon, 5 Aug 91 17:33:25 -0400
- From: fbranham@prism.gatech.edu (BRANHAM,JOSEPH FRANKLIN)
-
- I just got a quote on a (I reckon) new product called Pro Textures.
- Apparently, for $40 you get *10* disks worth of 24-bit brushmapped textures
- to play with in you favorite rendering program.
-
- Has anyone ever heard of this product. At only $10-$15 more than Surface
- Master, it sounds like it might be worth it.
-
- Moo.
- Frank Branham
-
- ##
-
- Subject: Re: Textures disk set.
- Date: Mon, 05 Aug 91 18:12:22 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- > I just got a quote on a (I reckon) new product called Pro Textures.
- > Apparently, for $40 you get *10* disks worth of 24-bit brushmapped textures
- > to play with in you favorite rendering program.
- > Has anyone ever heard of this product. At only $10-$15 more than Surface
- > Master, it sounds like it might be worth it.
-
- Yup, I bought it two weeks ago. It consists of 8 24bit textures (one per
- disk) and ham versions of the same on the two remaining disks. Of the
- eight two are intended as reflection maps. What is nice about them is
- not only are they 24bit (Surface Master and Map Master are only 4bit),
- but they are continous from left to right and top to bottom so that a
- surface tiled with multiple copies will smoothly flow from one instance
- of the image to the next without a highly visible edge discontinuity.
- They are quite nice. The images included are:
- Marble #1
- Marble #2
- Rock
- Water
- Bricks
- Gold (reflection map)
- Clouds (reflection map)
- and one other I forget
-
- Also, for those of you lucky few who have CD Roms, ImageCELs from IMAGETECTS
- provides a massive library of 24bit texture images which are also continuous.
- The CD is around $400 or $500 but has thousands of images in several formats
- including Amiga IFF.
-
- By the way, is it true that Imagine does not support 24bit image maps?
- That would be most unfortunate.
- |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
- | ` ' Mark Thompson CONCURRENT COMPUTER |
- | --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics |
- | ' Image ` ...!uunet!masscomp!mark Hardware Architect |
- | Productions (508)392-2480 (603)424-1829 & General Nuisance |
- | |
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- ##
-
- Subject: Re: Textures disk set.
- Date: Mon, 5 Aug 91 18:39:51 EDT
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- >
- > I just got a quote on a (I reckon) new product called Pro Textures.
- > Apparently, for $40 you get *10* disks worth of 24-bit brushmapped textures
- > to play with in you favorite rendering program.
- >
- > Has anyone ever heard of this product. At only $10-$15 more than Surface
- > Master, it sounds like it might be worth it.
-
- That's Map Master. Surface Master dealt with textures, reflection,
- refraction, etc. Map Master has some nice gray scale images.
- Forty bucks for 10 disks sounds too good to be true. I wonder if
- the images are any good?
-
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: Colorburst software
- Date: Mon, 5 Aug 91 18:53:54 EDT
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- Rick Tillery writes (re: Colorburst):
- >
- >
- > In a message From: alan@picasso.umbc.edu (Alan Price)
- >
- > > What about conversion software and such?
- >
- > What is the big deal with this? If the conversion software comes with a piece
- > of hardware, then everyone who has the hardware can convert it. In some cases
- Well, it would be nice to work on a Colorburst image with another,
- possibly superior paint program, for instance. Or one might want to load
- and display a colorburst pic from within a multimedia app. Commodore
- really needs to address the issue of a standard interface for 24-bit color
- devices. IFF24 just doesn't cut it.
-
- >
- > > Does both the IP and the Paint software
- > > support Arexx?
- >
- > Good question. It doesn't appear that the Paint program does. The IP (I
- > assume that's ImPort) programs are all CLI based, so AREXX shouldn't have
- > a problem with them.
-
- I read IP == image processing. One of ADPro's real strengths is
- its ARexx interface. I keep on hoping Impulse will add ARexx capability to
- Imagine one of these years.
-
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: texture map disk set
- Date: Mon, 05 Aug 91 19:18:38 EDT
- From: spworley@ATHENA.MIT.EDU
-
- Ordering info, anyone? (Mark!)
-
- Mark: Of Imagine's many problems and deficiencies, brush mapping is
- luckily not among them. Imagine has no problems with 24 bit IFFs,
- though you need the RAM to load them in.
-
- -Steve
-
- ---------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- ---------------------------------------------------------------------------
-
- ##
-
- Subject: Pro Textures
- Date: Mon, 5 Aug 91 16:54:37 PDT
- From: Michael Gibson <gibsonm@u.washington.edu>
-
- About the Pro Textures package -
-
- I got the package about a week ago, and I haven't had a chance to use it
- yet, but it looks great. It has 8 24-bit hi-res pictures for wrapping,
- and it also has ham versions as well. This is not the same package as
- map master.
-
- For ordering info, the company that is selling this is:
-
- AMAZING EXPRESS
- 1441 E. Fletcher Ave.
- Tampa, FL. 33612
-
- Order Only line: 1-800-323-6511
-
- The ad that I got this information from is on pg. 102 of the july 91
- Amiga World. It also says that the suggested retail is $59.95, but
- that there is an introductory price of $39.96
-
- Michael
-
- gibsonm@milton.u.washington.edu
-
- ##
-
- Subject: DCTV Brushmap Problems
- Date: Mon, 05 Aug 91 17:35 PDT
- From: "Ivan I." <ESRLPDI%MVS.OAC.UCLA.EDU@mitvma.mit.edu>
-
- well, good, someone else is having the same problem i am (sorry to be gleeful,
- Jeff) with DCTV, which is: i can't seem to save something correctly as a
- 24 bit IFF file. Works fine from the DCTV end, i'm clicking on the right
- button and everything, but the result when mapped onto Imagine objects is that
- i get part of the picture but also a lot of junk attached. the last two times
- i tried it i got the picture okay, but with semicircular whit lines on half the
- picture (corresponding to 1 face of the plane i was mapping it to, it was as if
- the circles were sliced off where the second face began).
-
- any ideas?
-
- ivan i.
- esrlpdi@uclamvs
-
- -------------------------TEXT-OF-FORWARDED-MAIL--------------------------------
-
- Subject: Re: Brushmaps..
-
- Sorry, I haven't had much luck with using 24bit IFF's generated with DCTV
- either. I've got a few pics that would look very nice as brushmaps, but
- I've run into the same problem as you. It almost looks as if DCTV is
- saving the display format pic out, rather than a 24bit IFF. I can't
- understand why this would be happening, especially since I clicked on the
- selector for 24bit IFF in the save requester. Strange stuff indeed.
-
- If I figure out the problem with using DCTV pics in IFF24 format as brushes,
- I'll let you know. This was one reason that I complained about not having
- a standard IFF brush option, as I don't always want to use a whole picture
- as a brushmap, just parts of it.
-
- ##
-
- Subject: Re: Quick one on SIGGRAPH
- Date: Mon, 5 Aug 91 20:53:34 EDT
- From: reynolds@fsg.com (Brian Reynolds)
-
- There was also a company called Viewpoint Animation
- Engineering (140 S. Mountain Way #1; Orem, UT 84058; (801) 225-1905)
- giving out "free" disks of 3D objects at SIGGRAPH. If you filled out
- an information card from them they'll get in touch with you about your
- paying for shipping and handling on a disk with five free objects. I
- think there was a human head, a biplane, a car and a couple of others
- that I forget included in the free disk. In the list of object
- formats they included Imagine and Sculpt 3D/4D. They had a list of
- airplanes, cars, and other vehicles that they sell. When they get in
- touch with me I'll let you know what their prices are. Their policy
- was that you could use their objects in your animations, and
- redistribute the animation, but you couldn't redistribute the objects.
- I don't remember if you had to give them credit for creating the
- objects.
-
- This brings up an interesting point. In the recent past (six
- months to a year) the Big Three Auto makers, and a few aerospace
- companies, have started requiring license fees from any company that
- makes a product based on their product. This came up when several of
- the plastic model manufacturers where approached for license fees.
- The car companies say they are doing this to protect themselves and
- weed out the companies that are making inferior products (models and
- toys) based on the original vehicle. This caused a big stink among
- the model builders who were worried about price increases, models
- becoming unavailable, and companies closing. Eventually it worked out
- that the model manufacturers complied willingly (their models are now
- "official"), and that the fees were small enough not to effect the
- price of mass marketed models. I don't know how, or if, they effected
- the smaller specialty companies.
-
- The reason I bring this up is that Viewpoint's list of objects
- starts with a list of Boeing (the only aerospace company I know for
- sure is looking for license fees) airliners and includes a whole bunch
- of American cars. Does anyone know if any of the companies
- selling, or redistributing, 3D objects is getting official approval
- from the original manufacturer of the vehicle (or whatever)? I know
- that last year someone who was trying to put together a disk of famous
- spacecraft from the movies and reality was not able to get MGM's
- approval to use the Discovery from 2001, so at least one company is
- checking into these things.
-
- Brian Reynolds "... a drone from sector 7G."
- Fusion Systems Group
- reynolds@fsg.com -or- ...!uupsi!fsg!reynolds
-
- ##
-
- Subject: Re: ROOMS etc.
- Date: Tue, 06 Aug 91 01:09:02 PDT
- From: schur@ISI.EDU
-
- > SIGGRAPH: My boss and fellow empl> oyee went (Mr.Mac and Mr.IBM, respectively).
- > They came back saying "Gee, there wasn't any Amiga stuff to be seen
- > anywhere." (I could discern a slight grin.) OUCH! IS that true. What
- > a sad state of events. I thought someone said NewTek was there. Was
- > it just them showing their new magic "custom CPU"?
-
-
- This is completely false. Commodore, themselves, were not there. They
- pulled their booth a week or so before Siggraph stating that they
- wanted to spend their money elsewhere. The Amgia itself was quite
- prominent. Everytime I turned around there was an Amiga in
- another booth doing something or other. Many of them had Toasters
- in them. Newtek had a large booth as usual. They were giving out
- copies of the Todd Rungren video and also had made a best of version
- which was given out in the form of those little film viewers normally
- used for old cartoons. You know the ones with the tiny, removable film
- cartridge. It was a really great idea.
-
- So for those not looking very hard, I suppose they could say that
- they didn't see any Amigas, but they were everywhere.
-
- =======================================================================
- Sean Schur USENET: schur@isi.edu
- Assistant Director Amiga/Media Lab Compuserve: 70731,1102
- Character Animation Department
- California Institute of the Arts
- =======================================================================
-
- ##
-
- Subject: Imagine & AREXX
- Date: Tue, 6 Aug 91 09:37 PDT
- From: Scott_Busse@mindlink.bc.ca (Scott Busse)
-
- >> John J. Humpal writes: "I keep on hoping Impulse will add ARexx
- >> capability to Imagine one of these years."
- Ditto! When I brought this up in conversation with Mike Halvorson, he seemed to
- think that the typical Imagine customer was not going to make use of an AREXX
- port. So it seems that for that reason, Impulse doesn't feel that the effort
- required to implement and support AREXX for Imagine is not justified. Of
- course, he could be right, but this is certainly the forum to find out.
- I suggest that everyone who has any feelings about Imagine and AREXX, make
- them known here on this list. I'm not asking only for support in getting AREXX,
- but for all views on the subject. I believe that the list is forwarded to
- Impulse (Steve?), so they will then have some gauge of what direction to take.
- I hear that Steve Gillmore (sp?) is responsible for the AREXX port in
- Foundation, another product (or future product) from Impulse, so perhaps it
- won't require too much pounding to get Imagine AREXX equipped.
- --
- * Scott Busse email: O O O_ _ ___ .....
- * CIS 73040,2114 ||| /|\ /\ O/\_ / O )=|
- * scott_busse@mindlink.UUCP l | | |\ / \ /\ _\
- * scott_busse@mindlink.bc.ca Live Long and Animate... \
-
- ##
-
- Subject: Re: Colorburst software
- Date: Tue, 6 Aug 1991 11:12:07 -0500
- From: Donald Richard Tillery Jr <drtiller@uokmax.ecn.uoknor.edu>
-
- In a message To: imagine@ATHENA.MIT.EDU
-
- >Rick Tillery writes (re: Colorburst):
- >>
- >>
- >>> In a message From: alan@picasso.umbc.edu (Alan Price)
- >>>
- >>> What about conversion software and such?
- >>
- >> What is the big deal with this? If the conversion software comes with a piece
- >> of hardware, then everyone who has the hardware can convert it. In some cases
- > Well, it would be nice to work on a Colorburst image with another,
- >possibly superior paint program, for instance. Or one might want to load
- >and display a colorburst pic from within a multimedia app. Commodore
- >really needs to address the issue of a standard interface for 24-bit color
- >devices. IFF24 just doesn't cut it.
-
- Well, in the case of CB, it will deal with IFF 24 images. But I still don't see
- the difference. Any viewing program can be called by a multimedia application
- like Amiga Vision. The only problem is if the software relies on a hardware
- hit to stop showing the image (as is the case with CB which relies on a LMB
- click to stop the image - I'm working on that).
-
- I also agree that the IFF 24 needs some help. I'm going to try applying my
- ByteRun1Plus extension to ByteRun1 compression to 24 bit images and see if
- that helps any. However, I don't think it will help much with images stored
- as 24 bitplanes. It would be best to store the images as all the red bytes,
- all the green bytes, and all the blue bytes for compression sake (I have
- an image in three separate 800+K files from Sculpt that compresses to 200K
- or so). However, conversion to bitplanes at view time would slow things
- down considerably.
-
- > I read IP == image processing. One of ADPro's real strengths is
- >its ARexx interface. I keep on hoping Impulse will add ARexx capability to
- >Imagine one of these years.
-
- Again, the IP programs can be called from an ARexx program since they are
- all CLI based. Since they are all command line controlled, the command
- line can be constructed in the ARexx program and then the IP program called.
-
- Rick Tillery (drtiller@uokmax.ecn.uoknor.edu)
-
- ##
-
- Subject: Imagine & AREXX
- Date: Tue, 6 Aug 91 11:34:59 PDT
- From: Mark Davis <davis@soomee.enet.dec.com>
-
- I was just thinking that it sure would be nice to have
- an AREXX port on Imagine. I could automate object scaling,
- loading, etc...
-
- mark
-
- ##
-
- Subject: Arexx
- Date: Tue, 6 Aug 91 14:42:41 -0400
- From: fbranham@prism.gatech.edu (BRANHAM,JOSEPH FRANKLIN)
-
- I've been putting some exploration into a project involvinfigure animation
- using lava notation. (For some reason I'm not suddenly sure of how it is
- spelled.) It would be very useful to have Arexx support to do any computation
- intensive rendering.
-
- I haven't looked very hard at all, but is there any documentation on
- writing effects? I'm sure that everyone has some really devious ideas
- which could be added using what seems to be our only program-controlled
- interface.
-
- Moo.
- Frank Branham
-
- ##
-
- Subject: DCTV files size and Diskanim info sought
- Date: Tue, 6 Aug 91 16:04:07 -0400
- From: fbranham@prism.gatech.edu (BRANHAM,JOSEPH FRANKLIN)
-
- I don't have posting privileges, so I'll try to ask my sily questions in this
- group.
-
- 1) Are anims produced using DCTV approximately the same size as HAM animations
- of the same length. I'm assuming that a 3bit DCTV image has about the same
- basic amount of information as a HAM image. (DCTV images are twice the
- horiz resolution and 1/2 the bitplanes.) But it seems to me that the delta
- compression in anims would cause the final anim size to increase pretty
- dramatically on DCTV images. (Wild guess, really) Has anyone who has
- rendered Imagine > DCTV anims noticed any file size changes in anims?
-
- 2) What info does anyone have on a program called DiskAnim. The idea sounds
- great, but none of the dealers in the known Universe (Atlanta, anyway) seem
- to have heard of it.
-
- Moo.
- Frank branham
-
- ##
-
- Subject: Imagine & Arexx
- Date: Tue, 6 Aug 91 13:27:00 PDT
- From: glewis@fws204.intel.com (Glenn M. Lewis ~)
-
- >>>>> On Tue, 6 Aug 91 14:42:41 -0400, fbranham@prism.gatech.edu (BRANHAM,JOSEPH FRANKLIN) said:
-
- Frank> I haven't looked very hard at all, but is there any documentation
- Frank> on writing effects? I'm sure that everyone has some really
- Frank> devious ideas which could be added using what seems to be our
- Frank> only program-controlled interface.
-
- I wrote to Impulse on three occasions, asking them to put ARexx
- into Turbo Silver, and then, Imagine. I enjoy creating objects and
- animations algorithmically, and an ARexx port (implemented correctly, of
- course, which I doubt Impulse could do) would have helped tremendously.
- Since I received no replies to my letters, and two phone calls with
- Mike Halvorsen confirmed that Impulse had no intentions to add an ARexx
- interface to their renderers, I went ahead with my TTDDD project for
- algorithmic object/scene/animation creation.
-
- Yes, a properly implemented ARexx port on Imagine would be
- ideal. I highly doubt that Impulse will add one, or if they do, that it
- will be useful.
-
- -- Glenn Lewis
-
- glewis%pcocd2.intel.com@Relay.CS.Net | These are my own opinions... not Intel's
-
- ##
-
- Subject: Re: Imagine & AREXX
- Date: Tue, 6 Aug 91 16:53:02 EDT
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- >
- > I was just thinking that it sure would be nice to have
- > an AREXX port on Imagine. I could automate object scaling,
- > loading, etc...
- >
- > mark
- >
- Wouldn't it be nice to set up the Stage with your very own
- defaults? I'd start with Camera View, a tracking axis, and at least one
- light source. It's annoying to have to set things up *every* time I start
- up a new project.
-
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: Re: Imagine & AREXX
- Date: Tue, 6 Aug 91 16:59:05 EDT
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- Scott Busse writes:
- >
- > >> John J. Humpal writes: "I keep on hoping Impulse will add ARexx
- > >> capability to Imagine one of these years."
- > Ditto! When I brought this up in conversation with Mike Halvorson, he seemed to
- > think that the typical Imagine customer was not going to make use of an AREXX
- > port. So it seems that for that reason, Impulse doesn't feel that the effort
- > required to implement and support AREXX for Imagine is not justified. Of
- > course, he could be right, but this is certainly the forum to find out.
-
- I'm not sure who Mike Halvorson thinks the "typical" Imagine user
- is, if there is such a beast. I'm not a professional graphics/animation
- person, but I just want to be able to automate some of the drudgery of
- working with Imagine. I'm thinking particularly of the Stage editor. Why,
- oh why does Imagine default to a head-on view of your scene when a camera
- view makes so much more sense?
-
- > I suggest that everyone who has any feelings about Imagine and AREXX, make
- > them known here on this list. I'm not asking only for support in getting AREXX,
- > but for all views on the subject. I believe that the list is forwarded to
- > Impulse (Steve?), so they will then have some gauge of what direction to
- take.
-
- Here's my vote for a full-blown Arexx port in Imagine. I'd think
- that with Arexx in the OS 2.0 ROMs, that any serious program *should* be
- ARexx capable.
-
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: Re: DCTV files size and Diskanim info sought
- Date: Tue, 6 Aug 91 14:05:01 -0700
- From: echadez@carl.org (Edward Chadez)
-
- On Aug 6, 4:04pm, BRANHAM,JOSEPH FRANKLIN wrote:
- } Subject: DCTV files size and Diskanim info sought
- }
- }
- } I don't have posting privileges, so I'll try to ask my sily questions in this
- } group.
-
- [question about dctv deleted, 'cause I don't can't answer it]
-
- }
- } 2) What info does anyone have on a program called DiskAnim. The idea sounds
- } great, but none of the dealers in the known Universe (Atlanta, anyway) seem
- } to have heard of it.
-
- I have a program call DiskAnim which runs animations from your HardDisk.
- In theory, I could have a 50 meg animation running on my A3000. But
- remember, in theory, EVERYTHING works. I tried it once with a very slow RLL
- Hard Disk, and there were noticable delays while the disk was reading the
- data. I haven't played with it on my 3000...yet.
-
- DiskAnim IS available with a commercial product, but I don't have the info
- with me. If you wish to persue finding DiskAnim, write me back and I'll
- look up the info on it. I got my copy from a DiskMagazine.
-
- }
- } Moo.
- } Frank branham
- }
- }-- End of excerpt from BRANHAM,JOSEPH FRANKLIN
-
-
- -Edward Chadez
-
- --
- +--//-----------------------------------------------------------------------+
- |\X/ echadez@carl.org/Edward Chadez CARL Systems(303)861-5319|
- +---------------------------------------------------------------------------+
-
- ##
-
- Subject: Wood maps at hubcap
- Date: Tue, 6 Aug 91 17:12:40 EDT
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- I have some possibly bad news about those HAM wood brush maps that someone
- recently uploaded to hubcap. I'm pretty sure they come from a copyrighted
- package of texture maps put out by the company that released Photon Paint.
- I'm not sure they're the same images I saw a year or two ago, but they sure
- looked familiar, and they were definitely part of a commercial package.
-
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: Mark was scanned!
- Date: Tue, 6 Aug 91 14:13:04 PDT
- From: glewis@fws204.intel.com (Glenn M. Lewis ~)
-
- [stolen from a thread on Usenet in comp.graphics, talking about the special
- effects seen in Terminator2...Mark Thompson wrote:]
-
- > Well at Siggraph this past week, I had the opportunity to get scanned in
- > by Cyberware's 3D laser color digitizer. The system required that I sit still
- > in a stationary chair while the laser scanned around me (about 20 seconds).
- > It produced a nearly flawless scan with only 2 minor errors due to uncontrolled
- > lighting on the exhibition floor. Note: I am not a gymnast or olympian weight
- > lifter :-)
- > %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- > % ` ' Mark Thompson CONCURRENT COMPUTER %
- > % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
- > % ' Image ` ...!uunet!masscomp!mark Hardware Architect %
- > % Productions (508)392-2480 (603)424-1829 & General Nuisance %
- > % %
- > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- This is great, Mark! How much did it cost? What format is the data
- in?
-
- When will you upload yourself to hubcap (in Imagine's object format,
- of course)? 1/2 :-)
- -- Glenn
-
- ##
-
- Subject: Re: Colorburst software
- Date: Tue, 6 Aug 91 17:07:09 EDT
- From: johnh@jhunix.hcf.jhu.edu (John J Humpal)
-
- Rick Tillery writes:
- >
- > Again, the IP programs can be called from an ARexx program since they are
- > all CLI based. Since they are all command line controlled, the command
- > line can be constructed in the ARexx program and then the IP program called.
- >
-
- I'm (obviously) not familiar with the CB software so I don't know
- how much can be done through the command line, or whether the IP software
- has any kind of user interface. That is, is it CLI driven like PBM, or
- Intuitionized like ADPro. If the former, then any shell could control it.
- The beauty of ARexx is its ability to allow one application to control
- another so that, for example, the paint program could tell the IP program
- to do something to the image one has been working on. When the IP is
- finished, it sends the image back to the paint program, or to the display
- program or whatever.
-
- John J. Humpal -- johnh@jhunix.hcf.jhu.edu -- short .sig, std. disclaimer
-
- ##
-
- Subject: Re: DCTV files size and Diskanim info sought
- Date: Tue, 6 Aug 91 14:51:42 PDT
- From: grieggs@jpl-devvax.jpl.nasa.gov (John T. Grieggs)
-
- > 1) Are anims produced using DCTV approximately the same size as HAM animations
- > of the same length. I'm assuming that a 3bit DCTV image has about the same
- > basic amount of information as a HAM image. (DCTV images are twice the
- > horiz resolution and 1/2 the bitplanes.) But it seems to me that the delta
- > compression in anims would cause the final anim size to increase pretty
- > dramatically on DCTV images. (Wild guess, really) Has anyone who has
- > rendered Imagine > DCTV anims noticed any file size changes in anims?
- >
- Well, it depends. What I usually do for DCTV is render in 24-bit mode,
- using the resolution and aspect ratio I want for the image (note that this
- can vary widely). A 24-bit ILBM can get quite large, a fairly hi-rez one
- might be 500K or so. I wrote an article on this stuff a while back - search
- the archive for DCTV. If you can't find it let me know and I will mail you
- one (or re-post it if there is demand).
-
- Now, when you convert the image to DCTV format, it will shrink dramatically.
- Again, the exact amount of shrinkage depends on the resolution and the number
- of bit-planes. Which are pretty much independent of the original resolution.
-
- A DCTV ANIM will be much smaller than a comparable 24-bit ILBM ANIM. I am
- not sure what you are after here - if you IFFTODCTV a bunch of HAM pics and
- make them into an ANIM, the resulting ANIM will be smaller than the same
- ANIM in HAM. If you render a 24-bit ANIM of the same subject, it depends...
-
- > 2) What info does anyone have on a program called DiskAnim. The idea sounds
- > great, but none of the dealers in the known Universe (Atlanta, anyway) seem
- > to have heard of it.
- >
- No idea. If you find it let us know.
-
- > Frank branham
-
- _john
-
- ##
-
- Subject: Ocean Sunset
- Date: Tue, 6 Aug 91 16:48:23 PDT
- From: worley@updike.sri.com (Steve Worley)
-
- Allen Price wrote about "Ocean Sunset" and other people wanted to know
- how the effects were done, so I'm posting the answer here.
-
- >Steve:
-
- >I saw your Ocean_Sunset pic when you posted your forms tutorial and
- >was very impressed. I just got back from a trip up into Maine (Acadia)
- >and it really takes me back when I look at it again.
-
- >Anyway, I had wanted to ask a few questions about it, it you don't mind.
-
- >First, since you state that this is a frame from an animation that you
- >have in the works, I am assuming that the entire image is rendered by
- >imagine and not a composite assembled in a paint program.
-
- Yes. The pic is not retouched at all. It was rendered in overscan HAM
- with maximum antialiasing. The pic you see is the exact output from
- Imagine.
-
- >How is the cliff with lighthouse done? My guess is it was a brush wrap
- >to a flat 'cut-out' plane of the same shape. The lighthouse does not
- >appear to be an imagi ne object but an iff source with no 'seams'
- >between it and the cliff.(Though the light striking it matches the
- >direction from the sun fairly well)
-
- That's right. I used a picture of the cliff and lighthose from a
- GIF on wuarchive.wustl.edu, called "lighthouse" (I think!). I flipped
- it and changed the aspect a bit, and used The Art Department to make
- an EHB 2K by 1K version of the pic. I loaded this into Dpaint III
- and manually colored the sky and water background black. I colored
- EVERYTHING else white. This gave me a mask that told me what parts of the
- image I wanted displayed and what parts were opaque. I loaded this into
- The Art Department, scaled it back to something like 320x400, flipped
- the colors (I really should have used white for the background) and saved
- the 24 bit image of the grey mask. This all took about an hour.
-
- Then in Imagine, I make a flat plane with just two triangles. I mapped the
- color picture (24 bit, converted in ADPro) onto the plane. I then mapped
- the black-and-white version onto the same plane as a TRANSPARENCY map.
- Boom! Opaque where I wanted to see the lighthouse, completely invisible
- where there is sky. To make sure the brushmaps registered exactly, I
- wrote down the coordinates of the brushmap from the transform
- requestor, and used them as settings for the second brush.
-
- >The cliffs behind the first ones are different yet. Are these traced
- >or brush- wrapped or both? I'm confused, the modelling seems so
- >naturalistic.
-
- Kudos to Virtual Reality Labs. That is a Vista Pro object you see
- off in the distance. What a pain! The triangles are blatently obvious if
- you get much closer. Also, the sucker took a minute to load every time I
- changed frame numbers or left the Action Editor. The results are
- satisfying, though; it does have a "real" feeling, and the reflections
- off the ocean look great.
-
-
- >How is the sky achieved? I've been trying clouded skies wrapped to
- >flat planes but never got such sharp results. What is the secret?
-
- Two planes, actually. A back plane with an image map at infinity
- (well, really far away..), and a seperate pure white plane with a
- transparency map halfway to infinity. The transparency map puts some
- clouds in front of the sun, and gives you some parallax sky motion
- when the camera moves. Ideally, a touch of fog would add a much less
- sterile feel, but I can't really do that with Imagine 1.1....
-
- >I assumed you used the 'disturbed' effect for the rippling water, but
- >I'm not so sure, the ripples have a 'randomness' to them that I have
- >not seen before, would you be willing to part wtih the parameters you
- >used to acheive it? In a recent posting to the Imagine list, you
- >mentioned a brush-wrap you used for the water surface, how is a
- >brush-wrap enhancing what is happening there?
-
- No, Disturbed gives VERY regular results. Rick Rodriguez shows this in
- his video. Easy to implement , but not very realistic.
-
- No, what you are seeing is a VERY custom altitude brushmap applied to
- a ground. The brushmap was the output of a computer program I wrote to
- simulate the wave heights of real ocean waves, based a physical ocean
- model. The output is actually a sequence of brushes, that animate when
- played sequentially. There is no color brushmap; it's just a default
- black-blue. Most of the lighter color comes from reflecting the sky.
- The custom altitude brush is 24 bit 1K by 1K. It was tricky to get it
- tu seamlessly repeat, both at the edges and the beginning/end of the
- animation loop of 50 frames.
-
- >Sorry for so many questions, but it would be great to know the answers
- >to at least a few. I would love to see the finished animation, but if
- >you don't get around to completing it (as happens to too many
- >projects, I know) I would really like to see a 24-bit version of the
- >same pic.
-
-
- I'd like to see it in 24-bit, too.... :-) But unless Impulse wants to
- lend me a Firecracker or Rick Tillery visits with his ColorBurst, I
- have to live with HAM... Soon I'll have some cash, though, for new
- hardware.
-
- A couple of other answers to quesions you didn't ask.
-
-
- Yes, the boat off in the distance _IS_ floating in the air. Sorry. I
- didn't catch it until after I distributed the pic. I was under a time
- crunch to get the Forms tutorial out.
-
- The splashes were built in the Forms Editor, by the method my tutorial
- describes. The boat hull as well.
-
- The dolphins were modeled by guesswork in Detail. They definately look
- like dolphins, but they aren't really good models. Real dolphins are
- less tubelike, have white underbellys, and have larger eyes closer to
- the mouth.
-
- Why haven't I finished it? I was working on the dolphins when I
- started writing my first tutorials. The big problem is getting the
- splashes to start and die out. In the middle of the splash, they look
- great, but at the end, there is no easy way to transition from a big
- chunk of splashing water to a smooth (with waves) ocean surface.
- Everything I was experimenting with looks like a local violation of
- the conservation of energy...
-
- The pic was rendered in trace mode on my 14Meg A3000 in about 8 hours,
- at overscan HAM with max antialiasing. Scanline looks very nice, as
- well (The ocean relections are gone, but the sun and waves are nearly
- unaffected), and takes about 20 minutes. Unfortunately, half of this
- is loading in the mungo brushmaps and the Vista Pro object, so
- rendering at small sizes doesn't save very much.
-
- Glad everyone liked it.
-
- -Steve
-
- --------------------------------------------------------------------------
- Steve Worley spworley@athena.mit.edu
- --------------------------------------------------------------------------
-
- ##
-
- Subject: Ocean Sunrise
- Date: Tue, 6 Aug 91 21:11:47 -0400
- From: fbranham@prism.gatech.edu (BRANHAM,JOSEPH FRANKLIN)
-
- Scary stuff. How many objects do we have to donate to get you to post the
- source to the program for generating the waves?
-
- Moo.
- Frank Branham
-
- ##
-
- Subject: What is the current state of Imagine extras and sutff out there
- Date: Wed, 7 Aug 91 11:07:54 JST
- From: manjit@nanko.digital.co.jp (Manjit Bedi)
-
- Manjit Bedi ( manjit@digital.co.jp)
-
- Steve ( Worley), could you or whoever make a list of all those disks,
- videos and books and other relavent things that are out in the world
- that have been mentioned on the list since it's inception. Prices and
- so on would be nice. I am starting to feel the need to get some of
- these things like Glenn Lewis's program TDDD ( or is TTDDD).
-
- An aside:
-
- Was there anything in the way of HDTV at SIGGRAPH? A few months ago I went
- to 'Computer Graphics Osaka 91' and saw some amazing stuff. The one thing
- that really impressed me was something called Hyperdesign studio or something
- like that. It was a 3-d modeling/design/paintbox using an HDTV display
- to do the editing on. It was astouding in term of smooth integration between
- it's different features. But these things are so hard to put across in
- ASCII.
-
- Aspiring renaissance man - software programmer/ amateur actor/ social misfit?
-
- ##
-
- Subject: Re: Upgrade
- Date: Tue, 6 Aug 91 14:16:54 EDT
- From: cbmtor!caleb@uunet.UU.NET (Caleb J. Howard (Product Support))
-
- > WELL,WELL. So you have a *contact*! I too, have been in
- > regular contact with Impulse to the tune of $200-300 in phone
- > bills each year over past 3 years ( that 800 number is no good to
- > users outside the US). I have NEVER(!) been informed of an OFFICIAL
- > IMPULSE UPGRADE OUTLET here in Canada. I certainly have never
- > received any newletters from this person. What you are suggesting
- > in your message is second only to SOFTWARE PIRACY itself. We ALL
- > have "contacts". The problem with this:
-
- One thing at a time. You are rude. I am not a pirate. Your implication
- that I am offends me. My contact is through Commodore Canada, my employers.
-
- >
- > 1. It's possibly ILLEGAL;
-
- As it was authorized by Impulse, I doubt that the legality of the deal is in
- question.
-
- > 2. You have to find a/the contact with the upgrade and it's
- > associated documentation and it's no surprize to me that
- > you were upgraded in May and not in January, when users
- > in the US were (if your business was 3D animation, you'd
- > be broke);
-
- The contact found ME. I just sat here, and the phone rang. If my business was
- 3d animation, I would not be broke. I would have used my native intelligence
- and made do with the resources at my disposal, as I have done all my life.
- What did 3d animators do prior to Imagine 1.1? did they just sit and wait for
- the product, or did they use what they had? (That's rhetoric)
-
- > 3. You have to be AWARE that the upgrade is available (many
- > users use the software in Production(+/-$) and yet do not
- > follow the Amiga scene. They buy the software on the
- > assumption that a Warrenty Card is all that's required;
-
- The upgrade is NOT, (as far as I know) generally available. I did not state
- that it was. I just offerred a small bit of change from the constant bitching
- I read from people about a product that they like enough to use. I just wanted
- the world to know that at least one person in Canada received the upgrade with
- a minimum of hassle.
-
- > 4. This is of NO help whatsoever to the NEW user who has
- > no *connections* at all other than buying a C= machine,
- > a piece of software and sending in all his Warrenty Cards;
-
- I was not attempting to be especially helpful. I was hust telling my small
- side of the tale.
-
- > 5. IT'S NOT PROFESSIONAL!
-
- Why not? It works. My job is to test Amiga products (amongst other things).
- I get paid to do so. In this case I acquired the product legitimatly, and
- tested it. I got paid. I call that professional.
-
- >
- > If this story of an official upgrade outlet in Canada is
- > true, then SHAME on IMPULSE for not informing it's registered
- > users, and SHAME on the "gentleman" for not doing his job of upgrading
- > ALL users.
-
- What bloody story of an official upgrade?! I'm sorry, but you're putting words
- into my mouth and then flaming me for them. SHAME on you, you arrogant twit.
- The gentleman in question was doing me and Impulse a favour. He was not doing
- it because it was his job, nor did I say he was.
-
- > Whether or not this "gentleman" is an official upgrade
- > outlet, SHAME on you for accepting the current situation as a
- > suitable upgrade path for non-US users in general and thereby
- > (un)consciously putting into question the needs of ALL and attempting
- > to _snip in the bud_ a concerted effort to get Impulse to live up
- > to it's documented Upgrade Agreement, one made to ALL users upon
- > purchasing their software!
-
- Having carefully re-read my post repeatedly, I can find no mention of my
- acceptance of my situation as excusing Impulse from anything. If I
- unconciously put anyone's quite valid expectations of Impulse, or nipped
- anything in the bud, I certainly did not intend to. I don't see that I did,
- but extend apologies to any who feel as you do that I have sinned.
-
- > I think you owe an explaination.
-
- As I have been informed by my employers, the fact that I am typing this on
- Commodore's equipment, on Commodore's time disallows my telling you to ...
- So I won't.
-
- > Stephen Menzies
- > Email: menzies@CAM.ORG
-
- My apologies to all but Mr. Menzies for this. I would have limited my responce
- to Mr. Menzies, but for the fact that he called me a pirate. I, in my high-
- school days, did copy software illegally. I cannot excuse this, nor can I
- change the fact. However, I went to University of Waterloo for five years so
- that I could get my degree and, therafter, a job working with the computer of
- my choice so that I could get the software I could not afford without being
- labelled a pirate. For this reason, I felt that I could not let this
- unprovoked slur go unanswered.
- Jeez... THis has set my Tsen training back months.
- Oh, well... Toujours Gai, that's my motto!
- -caleb
-
- ##
-
- Subject: Siggraph Trip Report
- Date: Wed, 07 Aug 91 10:13:02 EDT
- From: Mark Thompson <mark@westford.ccur.com>
-
- As promised, here is a brief rundown of just a small portion of what went on
- at Siggraph.
-
- Buttloads of people showed up for the Siggraph Amiga gathering, some of whom
- are on the Imagine mailing list. Unfortunately, the crowd was so large, I
- didn't get much of a chance to talk to several people I had hoped to. Two
- people were there soliciting Amiga animators for their demo tapes. The first
- was Toni Staffieri who was looking to find prospective freelance animators
- for clients of hers. If you are interested in possibly doing some freelance
- work, send Toni a demo tape of your work to the address below. Also on hand
- was someone from FRESH Video Portfolio. FRESH markets demo tapes of high-end
- animation production houses all across the country. He was looking for Amiga
- animations for a new volume in the FRESH portfolio. It was unclear whether
- this volume was to be distributed to other Amiga animation enthudiasts or to
- possible animation clients (as is the case with the other volumes). In any
- event, the address is below.
-
- FRESH Video Portfolio Toni Staffieri
- 639 N. Larchmont Blvd. #201 7514 Girard Ave.
- L.A., CA 90004 La Jolla, CA 92037
- (213) 463-4781
-
- A number of people showed some of their work both at the Amiga gathering
- as well as at the LA Video Toaster Users Group party held on Tuesday
- at Siggraph. Also shown was Martin Hash's film "Joyride". While I thought
- it was a good film, I don't feel it sufficiently showed off the capablities
- of Animation Jouneyman (at least not enough to sell the product on its
- own IMHO).
-
- Amigas could be found all over the exhibition but the most visible displays
- were Digital Micronics and NewTek. NewTek was showing off the latest version
- of the Toaster software with some pretty funky new effects (from page rips
- to falling sheep). The most notable enhancements were made in LightWave's
- modeler including: twist, taper, cross section, split, magnet, any many
- others. Digital Micronics showed off their 34010 based 8bit graphics board.
- A 24bit version using the 34020 and up to four 34082s is in the works.
- The University of Lowell also showed of the A2410 running color Amiga Unix.
-
- As was already mentioned, Viewpoint was giving away 5 free objects. They
- were a biplane, face, car, cow, and 3 wheel ATV. They currently have a
- library of over 250 objects including: planes, trains, automobiles,
- motorcycles, sea vessels, helicopters, misc vehicles, people, anatomy,
- human organs, animals, dinosaurs, and miscellaneous stuff. They range in
- price from a few hundred dollars to five thousand each and are available
- in a variety of object formats. The only Amiga object format I recall seeing
- however was LightWave (though I could be mistaken). You can contact them
- at: Viewpoint
- 140 S. Mountainway #1
- Orem, Utah 84058
- 1-800-748-4170
-
- Jim Plant, editor/publisher of AVID was roaming about giving out free copies
- of his magazine. For those who haven't seen it, it is a wonderful source
- for tips and techniques for the Amiga video community. Contact them at:
- Avid Publications
- 415-112 N. Mary Ave. #207
- Sunnyvale, CA 94086
- (408) 252-0508
-
- While walking around the exhibition floor with Steve Worley, Steve mentioned
- that Cyberware (the people who make the color 3D laser scanners) have in
- the past scanned people and sold them the database. In fact, they agreed
- to do it for free provided I supply them with a 1/4" cartridge tape.
- The system required that I sit still in a stationary chair while the laser
- scanned around me (about 20 seconds). It produced a nearly flawless scan
- with only 2 minor errors due to uncontrolled lighting on the exhibition floor.
- Using a Silicon Graphics machine, they brought up a full color solid model
- of myself and rotated it about. It was quite impressive, and for only $40K
- you can have one in your living room. Anyway, I am sending them the tape
- today and should get it back shortly. It will be in Wavefront obj format.
- I will either be writing a Wavefront converter or using the one that will
- be coming with the next release of LightWave. I'm not sure how big the object
- is because I was told two different numbers. Its either 250K bytes or 250K
- polygons. If its the former, I'll upload it when its converted so you can
- morph and mutate me into all sorts of hideous forms. Ctberware does perform
- service work (I'm not sure of the fee) and if you are interested, they can
- be contacted at:
-
- Cyberware
- 8 Harris Court
- Monterey, CA 93940
- (408) 373-1441
-
- Todd Rundgren was at Siggraph to announce the creation of a joint video
- production company effort with NewTek called Nutopia. I got a chance to
- talk to him briefly about the venture. He now has 30 Toaster equipped
- Amigas to speed up rendering tasks. At a minimum of $6K each, thats at least
- $180K. While I love the Amiga, at that price I think I would get a high-end
- SGI box and the animation software from Softimage or Thomson Digital Image
- (which by the way both win my award for the best 3D animation software
- available).
-
- Speaking of SGI, for those who haven't already heard, they released a new
- low end workstation for under $8K. For those interested, I have included
- a portion of the press release below.
-
- A partial list of those who attended the Amiga gatherings include:
-
- Richard Addison Marvin Landis
- Nicholas Alwin Eric Lavitsky
- Jason Andreas Blake Mago
- Larry Arnold Marty Makward
- Ray Brand Gene Miller
- A J Broderick Ernie Potvin
- Randy Carris Brian Reynolds
- John Desveaux Rick Rodriguez
- Svante Gellerstam Steve Segal
- Tony Gomez Spence Shanson
- John Grieggs Vern Staats
- Toshiaki Katoh Mark Thompson
- David Joiner Eric Townsend
- Al Kelly Alovie Widdowson
- Tim Wilson
-
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- MOUNTAIN VIEW, Calif. (July 22, 1991) - Silicon Graphics (NYSE:SGI)
- today announced IRIS Indigo(tm), the first high-performance, color
- RISC personal computer.
-
- The IRIS Indigo system is the foundation of Silicon Graphics' new
- computing strategy that makes visualization technology accessible to a
- broad range of users. Maintaining binary compatibility with the
- entire IRIS 4D(tm) product family, the system runs close to 1,500
- vertical and productivity software packages for the technical,
- scientific and creative professional. It also supports software and
- networking standards for easy integration into existing computing
- environments. The IRIS Indigo system is compatible with the ACE
- initiative's hardware specifications (also known as Advanced Risc
- Computer, or ARC) and will be capable of running future ACE
- application software.
-
- "Compaq endorses IRIS Indigo as a key early development platform for
- ACE," said Gary Stimac, senior vice president, Systems Engineering,
- Compaq Computer Corporation. In accordance with the ACE initiative,
- the system incorporates the MIPS(R) R3000A(tm) processor, a 101-key PC
- keyboard, 8-bit graphics, 16-bit audio, Ethernet, SCSI, serial and
- parallel ports and little-endian byte ordering. IRIS Indigo also
- supports big-endian byte ordering.
-
- The IRIS Indigo computer provides features not found in any other
- system in this price range. The system offers dynamic 2D and 3D
- graphics capabilities, texture mapping and alpha blending. Due to a
- breakthrough architecture that enables a much lower price, IRIS Indigo
- offers the full power of the IRIS Graphics Library(tm) (GL(tm))
- application programmer's interface to a broad set of users and
- application developers.
-
- In addition to leading-edge graphics, IRIS Indigo delivers real-time
- audio and video capabilities on the desktop. The system ships with a
- microphone, has built-in DAT-quality audio, and will offer optional
- low-cost video.
-
- "IRIS Indigo's audio and video capabilities let software developers
- add new dimensions and create richer, more intuitive solutions," said
- Michael Ramsay, general manager and vice president of Silicon
- Graphic's Entry Systems Division. "The explosion of new, exciting
- applications will give end users innovative tools for understanding
- and communicating information."
-
- IRIS Indigo features a fast balanced 33Mhz R3000A RISC CPU, delivering
- 30 MIPS and 26 SPECmarks. The system can be expanded by adding
- real-time color video cards, memory, I/O and storage devices. It has
- five audio, one parallel, one SCSI II, one Ethernet and two serial
- connections as well as a GIO Bus for additional expansion. The IRIS
- Indigo computer can be expanded up to 1.3 GB of disk space and up to
- 96 MB of RAM.
-
- The IRIS Indigo base price is $7,995, including 8 MB memory and a 16"
- color monitor. Systems that add a 236MB formatted disk drive are
- priced at $9,995. IRIS Indigo will be available in volume in
- September 1991 through a variety of distribution channels.
-
- %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~%
- % ` ' Mark Thompson CONCURRENT COMPUTER %
- % --==* RADIANT *==-- mark@westford.ccur.com Principal Graphics %
- % ' Image ` ...!uunet!masscomp!mark Hardware Architect %
- % Productions (508)392-2480 (603)424-1829 & General Nuisance %
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